Ammo: [[COLOR="#0000FF"]0x0F,0xFF,0xFF,0xFF[/COLOR] = Inffintie Ammo | [COLOR="#0000FF"]0x00,0x00,0x00,0x1E[/COLOR] - 31 Bullets]
Primary Bullets: 0x0136e590,
Primary Clip: 0136E518,
Secondary Bullets: 0x0136E59C,
Secondary Clip = 0x0136E520,
Lethal = 0x0136E5B4,
Tactical = 0x0136E5A8,
Key_isDown = 0x013793cd;
Jetpack = 0x136E100, [Key_IsDown offset needed, will find it shortly]
Thermal Vision = 0x0136e0e3,[0xFF = On | 0x00 = Off]
Skate Mode = 0x0136E0DE,
Teleport = 0x0136e0ec,
Spining Mode = 0x0136E13C,
Suicide = 0x0136e2a4, [0xFF = Suicide]
Player Speed = 0x137939C, [0x40, 0x80 = x2 Speed | 0x3F, 0x80 = Off]
Jump Height = 0x01E833C4, [0x42, 0x1C = Default | Same bytes like Multiplayer]
Speed = 0x01E85E74, [0x00, 0x00, 0x00, 0xBE = Default | Search for bytes]
Wallhack = 0x01E6D58C, [0x40, 0x80 = Off | 0x42, 0x80 = On]
R_SetFrameFog [RPC function_address] = 0x1BD2F0, [Same RPC As Online, Just Change Offset]
G_HUDElems = 0x1F73DC,
G_LocalizedStringIndex = 0x01E60C,
Level_Locals_T 0x00014F,
LevelTime = 0x68F,
PlayerCmd_GiveStartAmmo = 0x0020487C,
G_InitializeAmmo = 0x00217148,
BG_GetNumWeapons = 0x003B2A28,
BG_GetShellshockParms = 0x003939DC,
BG_GetViewModelWeaponIndex = 0x003B3230,
BG_SetShellShockParmsFromDvars = 0x00393618,
BG_WeaponFireRecoil = 0x003B69F0,
Key_StringToKeynum = 0x00137798,
Key_Bind_f = 0x00137F18,
Key_SetCatcher = 0x0013879C,
Key_RemoveCatcher = 0xFFF904A4,
AllocEnity = 0x0030AE44,
AngleDelta = 0x003554E8,
BG_FindWeaponIndexForName = 0x003B2A3C,
Add_Ammo = 0x2155AC,
Cbuf AddText = 0x2DBA8C,
G_SetModel = 0x264640,
Full Auto = 0x3A5F88, [[COLOR="#0000FF"]0x3B, 0x60, 0x00, 0x00 = On | 0x3B, 0x60, 0x00, 0x01 = Off[/COLOR]]
Chrome Players = 0x46AA30, [[COLOR="#0000FF"]0x2C, 0x03, 0x00, 0x02 = On | 0x2C, 0x03, 0x00, 0x00 = Off[/COLOR]]
Char Checks = 0x34F394, [0x41 to Turn Off]
AntiBan1 = 0x004BFAAF, [0x00 - Anti Ban]
AntiBan2 = 0x006EFB03, [0x00 - Anti Ban] [/Spoiler]
Online:
Name: 0x177A238
Reset Name: 0x177A237 (0x00 to Reset)
Clan Tag: 0x00cc04a6
Prestiges : 0x17A2D1C
XP Soldier: 0x179EDDA
Kills : 0x179DE79
Deaths : 0x179DE51
Score : 0x179DEA2
Wins : 0x179DECA
Losses : 0x179DE81
Games Played : 0x179DE69
Time Played : 0x179DEBE
Squad Points : 0x17A2A24
Killstreak : 0x179DE7D
Currentstreak : 0x179E74D
Winstreak : 0x179DE4D
Hits : 0x179DE71
Misses : 0x179DE86
Prefered Weapon : 0x179DE3D ([URL="https://pastebin.com/8Cfx83Kh"]Prefered Weapon List[/URL])
Unlock All : 0x17A20B0 ([URL="https://www.mediafire.com/download/vm5v7tndjv3fxn5/Unlock+All+Bytes.txt"]Unlock All Bytes[/URL])
Class Name 1 : 0x179EABB(Add 0x80 for next ClassName | Add 0x564 for next Soldier)
Soldier Name 1 : 0x179EDB9(Add 0x564 for next Soldier | Add 0x80 for next ClassName)
PrimaryGun Class 1 : 0x179EAD6(Add 0x564 for next Soldier | Add 0x80 for next Class)
SecondaryGun Class 1 : 0x179EAE4(Add 0x564 for next Soldier | Add 0x80 for next Class)
Extinction:
_____/Stats Extinction\______
Extinction Prestiges : 0x17A550C
Extinction Levels : 0x17A5513
Extinction Teeth : 0x17A60E6
Extinction Revive : 0x17A550A
Extinction Mission Completed : 0x17A5532
Extinction Max Relics : 0x17A5522
Extinction Aliens Killed : 0x17A552A
//\\------LeaderBoard------\\//
Extinction Revives : 0x17A5470
Extinction Score : 0x17A5574
Extinction Kills : 0x17A558C
Extinction Downed : 0x17A54C8
Extinction CashFlow : 0x17A54FC
Extinction Hives Destroyed : 0x17A54CC
Extinction Completed Challenges : 0x17A54F1
Extinction Attemtepted Challenges : 0x17A54F5
//\\-------Loadout-------\\//
Extinction Class : 0x17A543C
Extinction PistolType : 0x17A543E
Extinction AmmoType : 0x17A544A
Extinction TeamSupport : 0x17A544C
Extinction StrikePackage : 0x17A544E
Extinction Equalizer : 0x17A5450
ELEM = 0xD87D88;
FPS = 0x36D410;
FIX_ELEM = 0x3447F;
G_LocalizedStringIndex = 0x34438;
Function_Address : 0x4A0300
G_Entity : 0xE04980
CBuff_AddText : 0x2B1734
Key_IsDown = 0xCBCCC0;
SV_GameSendServerCommand : 0x5720C0
G_GivePlayerWeapon : 0x2942AC
Add_Ammo : 0x24872C
SetClientViewAngles : 0x2313F0
SV_LinkEntity : 0x32BF40
SV_UnlinkEntity : 0x0032BEC0
SV_SetBrushModel : 0x4CF2BC
SP_Script_Model : 0x2861C0
PlayerCmd_ClonePlayer : 0x2F14EC
G_Spawn : 0x290908
G_SetModel : 0x28F4FC
G_HudHelem : 0xD87D88
Fix_Hud : 0x3447F
FPS : 0x36D410
Level_Locals_T : 0xDB5E04
G_LocalizedStringIndex : 0x34438
g_gametype: 0x1072868
Disabled CharCheck : 0x377F30 (0x41 - Disable , 0x40 - Enable)
Dump:
0x0024872C - Add_Ammo(gentity_s *ent, unsigned int weaponIndex, char weaponModel, int count, int fillClip)
0x002DB568 - AllocEntity(unsigned int classnum, unsigned __int16 entnum)
0x0037E258 - AngleDelta (angle1 const float, const float angle2)
0x0078716C - AngleNormalize180 (const float angle)
0x0037E1F0 - AngleNormalize360 (const float angle)
0x0011C32C - BG_FindWeaponIndexForName(const char *name)
0x000F1FB0 - BG_GetEntityTypeName (const int eType)
0x0011C318 - BG_GetNumWeapons(void)
0x000F73D8 - BG_GetPerkIndexForName(const char *perkName)
0x000F6144 - BG_GetShellshockParms(const int index)
0x0011C78C - BG_GetWeaponIndexForName(const char *name, void (__cdecl *regWeap)(unsigned int))
0x0011CB78 - BG_GetViewModelWeaponIndex(playerState_s *ps)
0x000E60E0 - BG_RunLerpFrameRate (int localClientNum, clientInfo_t * it, lerpFrame_t * lf, int newAnimation, entityState_s * n)
0x000E8718 - BG_SetNewAnimation (int localClientNum, clientInfo_t * it, lerpFrame_t * lf, int newAnimation, entityState_s * n)
0x000F5DA0 - BG_SetShellShockParmsFromDvars(shellshock_parms_t *parms)
0x001208B0 - BG_WeaponFireRecoil (playerState_s const * const float *, float const *)
0x000F44AC - BG_PlayerStateToEntityState(playerState_s *ps, entityState_s *s, int snap, char handler)
0x00293CC8 - BG_TakePlayerWeapon(playerState_s *ps, unsigned int weaponIndex, int takeAwayAmmo)
0x002B1734 - Cbuf_AddText (localClientNum int, char * text)
0x00148E08 - CG_Draw2D(int localClientNum)
0x00588794 - CG_FireWeapon (int, centity_s *, int, ushort, uint playerState_s const *)
0x00382198 - CL_DrawStretchPicPhysical (float x, float y, float w, float h, float s1, t1 float, float s2, t2 float, const float * c
olor, Material * Material)
0x0018DA84 - CL_GamepadButtonEvent (localClientNum int, int key, int unten, unsigned int time)
0x0018E5B0 - CL_GamepadRepeatScrollingButtons (int localClientNum)
0x0019004C - CL_GetKeyBindingInternal(int localClientNum, const char *command, char (*keyNames)[128], int gamePadOnly)
0x0024EC5C - CalculateRanks (void)
0x00231DBC - ClientConnect (clientNum int, unsigned __ int16 scriptPersId)
0x0022FDF0 - ClientEndFrame (gentity_s * ent)
0x00232198 - ClientSpawn (gentity_s * ent, const float * spawn_origin, const float * spawn_angles)
0x0022DB48 - ClientThink_real (gentity_s * ent * usercmd_s ucmd)
0x002319E0 - ClientUserinfoChanged (int clientNum)
0x005FB354 - COM_ERROR (errorParm_t code, const char * fmt)
0x00507438 - Dvar_FindVar(const char *name)
0x00587894 - Dvar_FindMalleableVar(const char *dvarName)
0x00507708 - Dvar_GetBool(const char *dvarName)
0x004FB19C - Dvar_GetInt(const char *dvarName)
0x00605924 - Dvar_GetFloat(const char *dvarName)
0x0059017C - Dvar_GetString(const char *dvarName)
0x006573B0 - Dvar_SetIntByName(const char *dvarName, int value)
0x0018EEF8 - Key_IsDown(int localClientNum, int keynum)
0x0018EF38 - Key_StringToKeynum(const char *str)
0x0018F084 - Key_IsValidGamePadChar(const char key)
0x0018F0C4 - Key_KeynumToString(int keynum, int translate)
0x001938F4 - Key_KeynumToStringBuf(int keynum, char *buf, int buflen)
0x0018F598 - Key_Unbind_f(void)
0x0018F6AC - Key_Bind_f(void)
0x00190028 - Key_ClearStates(int localClientNum)
0x001901C0 - Key_SetCatcher(int localClientNum, int catcher)
0x00190194 - Key_RemoveCatcher(int localClientNum, int andMask)
0x0018F3F4 - Key_GetCommandAssignmentInternal(int localClientNum, const char *command, int *twokeys, int gamePadOnly)
0x0068C44C - generateHashValue(const char *fname)
0x0028A5B0 - G_CallSpawnEntity(gentity_s *ent)
0x0029D54C - G_ClientStopUsingTurret (gentity_s * self)
0x00295E74 - G_EntUnlink (gentity_s * ent)
0x000322C0 - G_FindConfigstringIndex(const char *name, int start, int max, int create, const char *errormsg)
0x002942AC - G_GivePlayerWeapon(playerState_s *pPS, int iWeaponIndex, char altModelIndex)
0x002908A8 - G_InitGentity (gentity_s * e)
0x0024A4D0 - G_InitializeAmmo(gentity_s *pSelf, int weaponIndex, char weaponModel, int hadWeapon)
0x00034438 - G_LocalizedStringIndex (const char * string)
0x00032424 - G_MaterialIndex (const char * name)
0x00243618 - G_RadiusDamage (float const * const * gentity_s, gentity_s *, float, float, float, float, float * const, gentity_s *,
int, int)
0x0022D15C - G_SetClientContents (gentity_s *)
0x00290FC4 - G_SpawnPlayerClone(void)
0x00291320 - G_SetAngle(gentity_s *ent, const float *angle)
0x002910F4 - G_SetOrigin(gentity_s *ent, const float *origin)
0x0028F4FC - G_SetModel(gentity_s *,char const *)
0x00034748 - G_SoundAliasIndex(const char *name)
0x00290908 - G_Spawn(void)
0x000DEEF0 - I_strlwr(char *s)
0x0038CF28 - I_stricmp(const char *s0, const char *s1)
0x0038C5C8 - I_strncpyz(char *dest, const char *src, int destsize)
0x0036D380 - Menu_PaintAll_DrawVisibleList(char *stringBegin, UiContext *dc)
0x0023D7F0 - PlayerCmd_ClonePlayer(scr_entref_t entref)
0x00234A1C - PlayerCmd_GiveStartAmmo(scr_entref_t entref)
0x00233408 - PlayerCmd_GiveWeapon(scr_entref_t entref)
0x00235B1C - PlayerCmd_GetAngles(scr_entref_t entref)
0x00235A58 - PlayerCmd_SetAngles(scr_entref_t entref)
0x0023D398 - PlayerCmd_Suicide(scr_entref_t entref)
0x0023D6BC - PlayerCmd_Spawn(scr_entref_t entref)
0x00241468 - Player_Die(gentity_s *self, gentity_s *inflictor, gentity_s *attacker, int damage, int meansOfDeath, int iWeapon, cons
t float *vDir, hitLocation_t hitLoc, int psTimeOffset)
0x002E8AF4 - Scr_AddEntityNum(int entnum, unsigned int classnum)
0x0027B8E0 - Scr_ConstructMessageString (firstParmIndex int, int lastParmIndex, errorContext const char *, char * string, unsigned
int stringLimit)
0x002DFC08 - Scr_GetEntityId(int entnum, unsigned int classnum)
0x002E1160 - Scr_ObjectError (const char * error)
0x002512FC - Scr_PrecacheShellShock
0x005DF01C - Scr_TerminalError(const char *error)
0x002313F0 - SetClientViewAngle(gentity_s *ent, const float *angle)
0x0077FB04 - strncpy(char *dest, const char *source, unsigned int count)
0x006C3AF0 - SV_AddTestClient(void)
0x002B1F1C - SV_Cmd_TokenizeString(const char *text_in)
0x002B19E0 - SV_Cmd_EndTokenizedString(void)
0x006BBF50 - SV_GetUserinfo (int index, char * buffer, int bufferSize)
0x005720C0 - SV_GameSendServerCommand (int clientNum, svscmd_type Typ const char * text)
0x00667620 - SV_SendServerCommand (client_s * cl svscmd_type Typ const char * fmt)
0x005515B8 - SV_LocateGameData (gentity_s * Gents numGEntities int, int sizeofGEntity_t, playerState_s *, int sizeofGameClient)
0x0032BF40 - SV_LinkEntity(gentity_s *gEnt)
0x0032BEC0 - SV_UnlinkEntity(gentity_s *gEnt)
0x005BDB9C - SV_SetConfigstring(int index, const char *val)
0x004CF2BC - SV_SetBrushModel(gentity_s *ent)
0x002861C0 - SP_script_model(gentity_s *pSelf)
0x00286154 - SP_script_brushmodel(gentity_s *self)
0x002C6B8C - Sys_EnterCriticalSection(CriticalSection critSect)
0x007DBF88 - Sys_LeaveCriticalSection(CriticalSection critSect)
0x002517E0 - TeleportPlayer(gentity_s *player, float *origin, float *angles)
0x0034977C - UI_Shutdown(int localClientNum)
0x00348150 - UI_DrawText(ScreenPlacement *scrPlace, const char *text, int maxChars, Font_s *font, float x, float y, int horzAlign,
int vertAlign, float scale, const float *color, int style)
0x0038D540 - va(const char *format)
a - No Gun
l - Game Volume (1- Normal 2 - High 3 - Loud 0 - Mute)
e "Print Killfeed"
c "Print Center"
n 10109 = beginnging sound on game
n 5161 = guy saying "free for all"
d 958 "mpintro" 0
r = Kick with error (Exmple: ^1GTFO My Lobby)
n 10299 = guy says "time to work ghost squad"
i - blury (Set i cg_fov 90 for blury, i 0 Turn off)
g "MP_CHANGE_CLASS_NEXT_SPAWN"
q Dvar - But the dvars are numbers now.
J Set Vision:
Some Visions For Exmple:
ac130
ac130_enhanced
ac130_enhanced_mp
ac130_inverted
ac130_thermal
aftermath
black_bw
cheat_bw
coup_sunblind
default_night
default_night_mp
end_game
mpnuke
mpnuke_aftermath
mpoutro
near_death
near_death_mp
Some Dvars:
q 23 3500 - Compass Size 3500
q 13 90 = q cg_fov 90
q 132 10 = "ICE Screen"
G_Client Index = 0x3700
G_Entity Index = 0x280
GC_ (G_Client Address) = 0xF44980,
public static UInt32 G_Client(UInt32 Index, UInt32 Client)
{
UInt32 GC_ = GC_;
return GC_ + Index + (Client * 0x3700);
}
Do G_Client Address + (The Hex) = The Address you looking for
Exmple:
G_Client + 0x1C = Teleport Offset
Status:
Score = 0x3150,
Rank = 0x30BF,
Prestige = 0x30C3,
Kills = 0x3152,
Deaths = 0x3154,
Assists = 0x3156,
Spining_Mode = 0x6C,(0x80,0x00 = Off) (Float*)
Teleport(Origin) = 0x1C, (Origin + 0x0 = X ,Origin + 0x4 = Y ,Origin + 0x8 = Z)
NameInGame = 0x309C,
ResetName = 0x301C,
ClanTag = 0x310C,
KillClient = 0x24,(0x00 - Kill (Not effective against god mode))
ActiveUser = 0x314C, (0x03, 0xFF - not in game, Other - In Game)
Jetpack = 0x30, (*Float)
Jammer|Laser|Disable Weapons = 0x125, (Laser - 0x01, Jammer - 0x40, Disable Weapons - 0x30, Jammer&Laser - 0x41)
KillAndScare = 0x24, (0xFF,0xFF - On) (Die to turn off)
OrangeBoxes|ThirdPerson = 0x13, (Orange Boxes - 0x50 , Third Person - 0x07 , Both - 0x57)
PlayerSpeed = 0x3050, (On - 0x40 , Off - 0x3F) (*Float)
AkimboPrimary = 0x341, (On - 0x01 , Off - 0x00)
AkimboSecondary = 0x351, (On - 0x01 , Off - 0x00)
SpectatorGodMod = 0x12, (On - 0xFF , Off - 0x40)
UAV = 0x3165, (On - 0x01 , Off - 0x00)
Lag = 0x2F9F, (On - 0x00 , Off - 0x02)
mFlag = 0x331F, (0x00 - Off , 0x01 - NoClip ,0x02 - UFO MOD ,0x04 - Freeze)
SkateMode = 0xE, (On - 0x01 , Off - 0x00)
Team = 0x3063, (Free For All - 0x08 ,Spectator Team - 0x03 ,Federation Team - 0x01 ,Ghosts Team - 0x02)
ImpactBullets = 0x30D3(0xFF - On , 0x60 - Off)
AllPerks = 0xA2A,
(On - 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF)
(Off - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0xC0, 0x80, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00)
Alive = 0x2F83; (0x03 - Connecting, 0x02 - Spectator, 0x01 - Dead,0x00 - Alive)
Ammo: [[COLOR="#0000FF"]0x0F,0xFF,0xFF,0xFF[/COLOR] = Inffintie Ammo | [COLOR="#0000FF"]0x00,0x00,0x00,0x1E[/COLOR] - 31 Bullets]
PrimaryBullets = 0x558,
PrimaryClip = PrimaryBullets - 0xF0,
SecondaryBullets = PrimaryBullets + 0x10,
SecondaryClip = PrimaryBullets - 0xE0,
Lethal = PrimaryBullets - 0x20,
Tactical = PrimaryBullets - 0x10;
GE_ (G_Client Address) = 0xE04980,
public static UInt32 G_Client(UInt32 Index, UInt32 Client)
{
UInt32 GC_ = GC_;
return GC_ + Index + (Client * 0x280);
}
Do G_Entity Address + (The Hex) = The Address you looking for
Exmple:
G_Entity + 0x1AA = Health Offset
Health = 0x1AA,
Model = 0x171;([URL="https://pastebin.com/hT7tn7ui"][COLOR="#0000FF"]Models List[/COLOR][/URL])
[/Spoiler]
Offset1 = 0x303C, (On - 0x0F,0xFF,0xFF,0xFF , Off - 0x00,0x00,0x00,0x64) - G_ClientIndex
Offset2 = 0x1D0, (On - 0x0F,0xFF,0xFF,0xFF , Off - 0x00,0x00,0x00,0x64) - G_ClientIndex
Offset3 = 0x1AA, (On - 0xFF,0xFF , Off - 0x00,0x64) - G_EntityIndex
God Mode for all players = 0x0023D180, [On - 0x60, 0x00, 0x00, 0x00 | Off - 0x90, 0x9B, 0x01, 0xA8]
Jump = 0x000ec748, (*Float)
FullAuto = 0x0010EADC,
Wallbreach = 0x22DF6E,
Speed = 0x0022dfbc,
FallDamage = 0xF909C,
Gravity = 0x22FE12,
[[URL="https://pastebin.com/KKbE0eNe"]Bytes On/Off[/URL]]
Pro Mode = 0x024F705C, (Just Change Value, 0x42, 0x82 - Off)
NoRecoil = 0x588AE4, (On - 0x60 ,0x00 ,0x00 ,0x00 | Off - 0x4B, 0xB9, 0x7D, 0xCD)
AdvancedUAV = 0x140A7A, (On - 0x01 , Off - 0x00)
UAV = 0x024F6714 (0x01 - On | 0x00 - Off)
Laser = 0x698A3B, (On - 0x01 | Off - 0x00)
OrangeBoxes = 0x149174, (On - 0x60, 0x00, 0x00, 0x00 | Off - 0x41, 0x82, 0x00, 0x0C)
ChromePlayers = 0x47895B, (On - 0x01 | Off - 0x00)
Wallhack = 0x024D839C, (On - 0x42, 0x80 | Off - 0x40, 0x80)
MapSize = 0x024EE644, (On - 0x3F, 0xFF | 0x3F, 0x80)
CompassSize = 0x024f690c, (Small - 0x45, 0xBB | Large - 0x44, 0x00 | Normal - 0x44, 0xBB)
Super Steady Aim = 0x12160C, (On - 0x2C, 0x03, 0x00, 0x00 | Off - 0x2C, 0x03, 0x00, 0x02)
HuD in Hardcore = 0x024DF0BC, (On - 0x00 | Off - 0x01)
GlowColor (Color) = 0x16ABA3;
Colors:
Off - 0x00
Black - 0xFF
White - 0xF3
Purple - 0xF5
Light Green - 0xF7
Green - 0xF9
Orange - 0xFB
Yellow - 0xFD
private static UInt32 Key_IsDown = 0xCBCCC0;
public enum Buttons
{
DpadDown = 255,
DpadLeft = 0x10B,
DpadRight = 0x117,
DpadUp = 0xF3,
R1 = 0x4B,
L1 = 0x43,
R2 = 0xE7,
L2 = 0xDB,
R3 = 0xD3,
L3 = 0xC3,
Cross = 0x13,
Square = 0x27,
Triangle = 0x33,
Circle = 0x1B
}
public static bool PressedButton(Buttons Button)
{
if (PS3.Extension.ReadByte(Key_IsDown + (UInt32)Button) != 0)
return true;
else return false;
}
public static void Exmple()
{
if (PressedButton(Buttons.DpadUp))
{
MessageBox.Show("DPAD UP PRESSED");
}
}
public static string Keyboard(int clientIndex, string Title = "", string PresetText = "", int MaxLength)
{
RPC.CallFunction(0x3652A8, new object[] { clientIndex, Title, PresetText, MaxLength, 0, 0xa69578, 0xa70118 });
while (PS3.Extension.ReadInt32(0xA8CD64) != 0)
{
continue;
}
return PS3.Extension.ReadString(0x29F0E22);
}
//Choco's RPC CEX/DEX - 1.14 [Using PS3Lib]
#region RPC
private static uint function_address = Look at the Addresses Up the thread for this address;
public static int CallFunction(uint func_address, params object[] parameters)
{
int length = parameters.Length;
uint num2 = 0;
for (uint i = 0; i < length; i++)
{
if (parameters[i] is int)
{
byte[] array = BitConverter.GetBytes((int)parameters[i]);
Array.Reverse(array);
PS3.SetMemory(0x10050000 + ((i + num2) * 4), array);
}
else if (parameters[i] is uint)
{
byte[] buffer2 = BitConverter.GetBytes((uint)parameters[i]);
Array.Reverse(buffer2);
PS3.SetMemory(0x10050000 + ((i + num2) * 4), buffer2);
}
else if (parameters[i] is string)
{
byte[] buffer3 = Encoding.UTF8.GetBytes(Convert.ToString(parameters[i]) + "\0");
PS3.SetMemory(0x10050054 + (i * 0x400), buffer3);
uint num4 = 0x10050054 + (i * 0x400);
byte[] buffer4 = BitConverter.GetBytes(num4);
Array.Reverse(buffer4);
PS3.SetMemory(0x10050000 + ((i + num2) * 4), buffer4);
}
else if (parameters[i] is float)
{
num2++;
byte[] buffer5 = BitConverter.GetBytes((float)parameters[i]);
Array.Reverse(buffer5);
PS3.SetMemory(0x10050024 + ((num2 - 1) * 4), buffer5);
}
}
byte[] bytes = BitConverter.GetBytes(func_address);
Array.Reverse(bytes);
PS3.SetMemory(0x1005004c, bytes);
System.Threading.Thread.Sleep(20);
byte[] memory = new byte[4];
PS3.GetMemory(0x10050050, memory);
Array.Reverse(memory);
return BitConverter.ToInt32(memory, 0);
}
public static void WritePPC()
{
PS3.SetMemory(function_address, new byte[] { 0x4e, 0x80, 0, 0x20 });
System.Threading.Thread.Sleep(20);
byte[] memory = new byte[] {
0x7c, 8, 2, 0xa6, 0xf8, 1, 0, 0x80, 60, 0x60, 0x10, 5, 0x81, 0x83, 0, 0x4c,
0x2c, 12, 0, 0, 0x41, 130, 0, 100, 0x80, 0x83, 0, 4, 0x80, 0xa3, 0, 8,
0x80, 0xc3, 0, 12, 0x80, 0xe3, 0, 0x10, 0x81, 3, 0, 20, 0x81, 0x23, 0, 0x18,
0x81, 0x43, 0, 0x1c, 0x81, 0x63, 0, 0x20, 0xc0, 0x23, 0, 0x24, 0xc0, 0x43, 0, 40,
0xc0, 0x63, 0, 0x2c, 0xc0, 0x83, 0, 0x30, 0xc0, 0xa3, 0, 0x34, 0xc0, 0xc3, 0, 0x38,
0xc0, 0xe3, 0, 60, 0xc1, 3, 0, 0x40, 0xc1, 0x23, 0, 0x48, 0x80, 0x63, 0, 0,
0x7d, 0x89, 3, 0xa6, 0x4e, 0x80, 4, 0x21, 60, 0x80, 0x10, 5, 0x38, 160, 0, 0,
0x90, 0xa4, 0, 0x4c, 0x90, 100, 0, 80, 0xe8, 1, 0, 0x80, 0x7c, 8, 3, 0xa6,
0x38, 0x21, 0, 0x70, 0x4e, 0x80, 0, 0x20
};
PS3.SetMemory(function_address + 4, memory);
PS3.SetMemory(0x10050000, new byte[0x2854]);
PS3.SetMemory(function_address, new byte[] { 0xf8, 0x21, 0xff, 0x91 });
}
#endregion
//Enable: WritePPC();
pastebin: [URL="https://pastebin.com/rKWrdC1e"]https://pastebin.com/rKWrdC1e[/URL]
public class Offsets
{
public UInt32
G_GivePlayerWeapon = Look at the Addresses Up the thread for this address,
Add_Ammo = Look at the Addresses Up the thread for this address,
G_Client = Look at the Addresses Up the thread for this address,
SV_GameSendServerCommand = Look at the Addresses Up the thread for this address;
}
#region G_GiveplayerWeapon (GiveWeapon)
public static void GiveWeapon(int client, int weapon, int ammo, int akimbo)
{
CallFunction(Offsets.G_GivePlayerWeapon, (uint)(Offsets.G_Client + (client * 0x3700)), weapon, akimbo);
CallFunction(Offsets.Add_Ammo, (uint)(Offsets.G_Client + (client * 0x3700)), weapon, 0, ammo, 1);
CallFunction(Offsets.SV_GameSendServerCommand, client, 0, "a \"" + weapon + "\"");
}
#endregion
//Exmple:
public void Test()
{
GiveWeapon(0, 37, 999, 0);
//Will give a walking I.M.S to client 0
}
public class Offsets
{
public UInt32
G_SetModel= Look at the Addresses Up the thread for this address,
G_Entity= Look at the Addresses Up the thread for this address;
}
public void SetModel(int client, string model)
{
CallFunction(Offsets.G_SetModel, Offsets.G_Entity + (client * 0x280), model);
}
//Exmple:
public void Test()
{
SetModel(0,"mp_fullbody_juggernaut_heavy_black")
//Will give Juggernaut Model to client 0
}
#region Entity Spawner
public static uint
G_SpawnAddress = Look at the Addresses Up the thread for this address,
G_SetModel = Look at the Addresses Up the thread for this address,
SP_Script_Model = Look at the Addresses Up the thread for this address,
SV_UnlinkEntity = Look at the Addresses Up the thread for this address,
SV_LinkEntity = Look at the Addresses Up the thread for this address,
G_EntityAddress = Look at the Addresses Up the thread for this address,
SV_SetBrushModel = Look at the Addresses Up the thread for this address;
public static Int32 G_Spawn()
{
return Call(G_SpawnAddress);
}
public static Int32 SpawnCrate(String MapName, Single X, Single Y, Single Z, Single Forward = 0, Single Yaw = 0, Single Pitch = 0)
{
return SpawnModel(MapName, "carepackage_friendly_iw6", X, Y, Z, Forward, Yaw, Pitch);
}
public static void MoveEnt(int ent, float x, float y, float z)
{
Byte[] buffer = new Byte[24];
ArrayBuilder Build = new ArrayBuilder(buffer);
Build.Write.SetFloat(0, x);
Build.Write.SetFloat(4, y);
Build.Write.SetFloat(8, z);
PS3.Extension.WriteBytes((UInt32)ent + 0x138, buffer);
}
public static Int32 SpawnModel(String MapName, String ModelName, Single X, Single Y, Single Z, Single Forward = 0, Single Yaw = 0, Single Pitch = 0)
{
Int32 Ent = G_Spawn();
Byte[] buffer = new Byte[24];
ArrayBuilder Build = new ArrayBuilder(buffer);
Build.Write.SetFloat(0, X);
Build.Write.SetFloat(4, Y);
Build.Write.SetFloat(8, Z);
Build.Write.SetFloat(12, Forward);
Build.Write.SetFloat(16, Yaw);
Build.Write.SetFloat(20, Pitch);
PS3.Extension.WriteBytes((UInt32)Ent + 0x138, buffer);
Call(G_SetModel, Ent, ModelName);
Call(SP_Script_Model, Ent);
MakeSolid(Ent, MapName);
return Ent;
}
public static void MakeSolid(Int32 Entity, String Mapname)
{
Call(SV_UnlinkEntity, Entity);
PS3.Extension.WriteByte((UInt32)Entity + 0x101, 4);
UInt32 Brush = 0;
switch (Mapname)
{
case "mp_prisonbreak":
Brush = G_Entity(0x3;
break;
case "mp_dart":
Brush = G_Entity(0x6B);
break;
case "mp_lonestar":
Brush = G_Entity(0x6A);
break;
case "mp_frag":
Brush = G_Entity(0x55);
break;
case "mp_snow":
Brush = G_Entity(0x56);
break;
case "mp_fahrenheit":
Brush = G_Entity(0xA;
break;
case "mp_hasima":
Brush = G_Entity(0x63);
break;
case "mp_warhawk":
Brush = G_Entity(0x45);
break;
case "mp_sovereign":
Brush = G_Entity(0x72);
break;
case "mp_zebra":
Brush = G_Entity(0x44);
break;
case "mp_skeleton":
Brush = G_Entity(0x3A);
break;
case "mp_chasm":
Brush = G_Entity(0x49);
break;
case "mp_flooded":
Brush = G_Entity(0x57);
break;
case "mp_strikezone":
Brush = G_Entity(0x57);
break;
}
PS3.Extension.WriteUInt32((UInt32)Entity + 0x8C, PS3.Extension.ReadUInt32(Brush + 0x8C));
Call(SV_SetBrushModel, Entity);
Or_Int32((UInt32)Entity + 0x11C, PS3.Extension.ReadInt32((UInt32)Entity + 0x11C));
Call(SV_LinkEntity, Entity);
}
public static UInt32 G_Entity(Int32 clientIndex)
{
return G_EntityAddress + ((UInt32)clientIndex * 0x280);
}
public static void Or_Int32(UInt32 address, Int32 input)
{
Int32 or = PS3.Extension.ReadInt32(address);
or |= input;
PS3.Extension.WriteInt32(address, or);
}
public static float[] GetOrigin(uint Client)// get origins
{
float[] Origin = new float[3];
for (int i = 0; i < 3; i++)
Origin[i] = PS3.Extension.ReadFloat(0x00F4449C + (0x3700 * Client));
return Origin;
}
public static void SetOrigin(uint Client, float[] Origin)
{
PS3.Extension.WriteFloat(PlayerState + 0x1C + (0x3700 * Client), Origin[0]);
PS3.Extension.WriteFloat(PlayerState + 0x20 + (0x3700 * Client), Origin[1]);
PS3.Extension.WriteFloat(PlayerState + 0x24 + (0x3700 * Client), Origin[2]);
}
public float[] getOrigin(int clientIndex)
{
return ReadSingle(G_ClientFunc(clientIndex, 0x1C), 3);
}
public static uint G_ClientFunc(int clientIndex, uint Mod)
{
UInt32 PlayerState = 0x00F44480;
return (PlayerState + (UInt32)Mod) + ((uint)clientIndex * 0x3700);
}
#endregion
//How to get origin for exmple:
float[] Origin = getOrigin((Int32)Client.Value);
X.Value = (int)Origin[0];
Y.Value = (int)Origin[1];
Z.Value = (int)Origin[2];
Open Source (Thanks to xReaperv3):
Just update the addresses.
[URL="https://www.mediafire.com/download/la04031m4aox5km/Ghosts+Entity+Spawner.rar"]Open Source[/URL]
[URL="https://www.virustotal.com/de/file/19540f37f2dee5af574a3d802e1b3cb4a1e802f97d86bad282d83cb5d1b0bffe/analysis/1402160415/"]Virus Scan[/URL]
[/Spoiler]
#region Aimbot
public static class Aimbot
{
public static PS3API PS3 = new PS3API();
public class Offsets
{
public static uint
g_client = Look at the Addresses Up the thread for this address,
clientSize = 0x3700,
g_entity = Look at the Addresses Up the thread for this address,
entitySize = 0x280,
setClientViewAngles = Look at the Addresses Up the thread for this address;
}
public static float[] ReadSingle(uint address, int length)
{
byte[] memory = PS3.Extension.ReadBytes(address, length * 4);
ReverseBytes(memory);
float[] numArray = new float[length];
for (int index = 0; index < length; ++index)
numArray[index] = BitConverter.ToSingle(memory, (length - 1 - index) * 4);
return numArray;
}
public static void WriteSingle(UInt32 address, float[] input)
{
Int32 length = input.Length;
Byte[] array = new Byte[length * 4];
for (Int32 i = 0; i < length; i++)
{
ReverseBytes(BitConverter.GetBytes(input[i])).CopyTo(array, (Int32)(i * 4));
}
PS3.SetMemory(address, array);
}
public static byte[] ReverseBytes(Byte[] toReverse)
{
Array.Reverse(toReverse);
return toReverse;
}
public static uint G_Client(int client)
{
return Offsets.g_client + (Offsets.clientSize * (uint)client);
}
public static uint G_Entity(int client)
{
return Offsets.g_entity + (Offsets.entitySize * (uint)client);
}
public static float[] getOrigin(int client)
{
return ReadSingle(G_Client(client) + 0x1C, 3);
}
public static float[] vectoangles(float[] Angles)
{
float num2;
float num3;
float[] numArray = new float[3];
if ((Angles[1] == 0f) && (Angles[0] == 0f))
{
num2 = 0f;
if (Angles[2] > 0f)
{
num3 = 90f;
}
else
{
num3 = 270f;
}
}
else
{
if (Angles[0] != -1f)
{
num2 = (float)((Math.Atan2((double)Angles[1], (double)Angles[0]) * 180.0) / 3.1415926535897931);
}
else if (Angles[1] > 0f)
{
num2 = 90f;
}
else
{
num2 = 270f;
}
if (num2 < 0f)
{
num2 += 360f;
}
float num = (float)Math.Sqrt((double)((Angles[0] * Angles[0]) + (Angles[1] * Angles[1])));
num3 = (float)((Math.Atan2((double)Angles[2], (double)num) * 180.0) / 3.1415926535897931);
if (num3 < 0f)
{
num3 += 360f;
}
}
numArray[0] = -num3;
numArray[1] = num2;
return numArray;
}
public static float[] getVector(int shooter, int victim)
{
float[] numArray = getOrigin(shooter);
float[] numArray2 = getOrigin(victim);
return new float[] { (numArray2[0] - numArray[0]), (numArray2[1] - numArray[1]), (numArray2[2] - numArray[2]) };
}
public static int nearestPlayer(int shooter)
{
int victim = -1;
float closest = float.MaxValue;
for (int i = 0; i < 12; i++)
{
float XYZ = getOrigin(shooter)[0] - getOrigin(i)[0];
float distance = (float)Math.Sqrt(XYZ * XYZ);
if ((i != shooter))
{
if (distance < closest)
{
victim = i;
closest = distance;
}
}
}
return victim;
}
public static void setClientViewAngles(int client)
{
int victim = nearestPlayer(client);
float[] angles = vectoangles(getVector(client, victim));
WriteSingle(0x10004000, angles);
RPC.CallFunction(Offsets.setClientViewAngles, new object[] { G_Entity(client), 0x10004000, angles });
}
}
#endregion[/Spoiler]
public byte[] StringToByteArray(String hex)
{
int NumberChars = hex.Length;
byte[] bytes = new byte[NumberChars / 2];
for (int i = 0; i < NumberChars; i += 2)
bytes[i / 2] = Convert.ToByte(hex.Substring(i, 2), 16); // exception here
return bytes;
}
public void SV_GameSendServerCommand(int client, string command)
{
UInt32 GSSC = Look at the Addresses Up the thread for this address (SV_GameSendServerCommand Address);
byte[] buff = BitConverter.GetBytes(client);
PS3.SetMemory(0x2000000, StringToByteArray(command + "\0"));
PS3.SetMemory(GSSC , new byte[] { 0x38, 0x60, buff[1], buff[0], 0x38, 0x80, 0x00, 0x00, 0x3C, 0xA0, 0x02, 0x00, 0x48, 0x2a, 0x1f, 0x65, 0x40 });
System.Threading.Thread.Sleep(15);
PS3.SetMemory(0x2000000, new byte[100]);
PS3.SetMemory(GSSC, new byte[] { 0x3C, 0x60, 0x01, 0x44, 0x80, 0x63, 0x41, 0xb0, 0x88, 0x63, 0x00, 0x0C, 0x2C, 0x03, 0x00, 0x00, 0x41 });
}
//Server Details Code Starting Here
private String ReturnInfos(Int32 Index)
{
UInt32 g_gametype = Look at the Addresses Up the thread for this address;
return Encoding.ASCII.GetString(PS3.GetBytes(g_gametype , 0x100)).Replace(@"\", "|").Split('|'[Index];
}
public String getMapName()
{
String Map = ReturnInfos(6);
switch (Map)
{
default: return "Unknown Map";
case "mp_prisonbreak": return "Prison Break";
case "mp_dart": return "Octane";
case "mp_lonestar": return "Tremor";
case "mp_frag": return "Freight";
case "mp_snow": return "Whiteout";
case "mp_fahrenheit": return "Stormfront";
case "mp_hasima": return "Siege";
case "mp_warhawk": return "Warhawk";
case "mp_sovereign": return "Sovereign";
case "mp_zebra": return "Overlord";
case "mp_skeleton": return "Stonehaven";
case "mp_chasm": return "Chasm";
case "mp_flooded": return "Flooded";
case "mp_strikezone": return "Strikezone";
case "mp_descent": return "Free Fall";
case "mp_ca_red_river": return "Contaiment";
case "mp_ca_rumble": return "BayView";
case "mp_swamp": return "Fog";
case "mp_boneyard_ns": return "Ignition";
case "mp_alien_town": return "Point of Contact";
case "mp_alien_armory": return "NightFall";
case "mp_favela_iw6": return "Favela";
case "mp_pirate": return "Mutiny";
case "mp_dig": return "Pharaoh";
case "mp_zulu": return "Departed";
}
}
public String getGameMode()
{
String GM = ReturnInfos(2);
switch (GM)
{
default: return "Unknown Gametype";
case "war": return "Team Deathmatch";
case "dm": return "Free for All";
case "sd": return "Search and Destroy";
case "dom": return "Domination";
case "conf": return "Kill Confirmed";
case "sr": return "Search and Rescue";
case "grind": return "Grind";
case "blitz": return "Blitz";
case "cranked": return "Cranked";
case "infect": return "Infected";
case "sotf": return "Hunted";
case "dem": return "Demolition";
case "horde": return "Safeguard";
case "sotf_ffa": return "Hunted FFA";
case "gun": return "Gun Game";
}
}
public String getHardcore()
{
String HC = ReturnInfos(4);
switch (HC)
{
default: return "Unknown Gametype";
case "0": return "Hardcore - Off";
case "1": return "Hardcore - On";
}
}
public String getHostName()
{
String Host = ReturnInfos(1;
if (Host == "Modern Warfare 3")
return "Dedicated Server (No Player is Host)";
else if (Host == "")
return "You are not In-Game";
else return Host;
}
//Server Details Code Ends Here
//You should use PS3Lib
How to use:
Put 4 labels on your Form as example
label1.Text = getHostName();
label2.Text = getMapName();
label3.Text = getGameMode();
label4.Text = getHardcore();
[URL="https://www.nextgenupdate.com/forums/call-duty-ghosts-mods-cheats-glitches/717815-get-map-name-hardcore-host-name-gametype-name-functions-c-1-13-a-post5839447.html#post5839447"]Full Code[/URL]
[URL="https://www.nextgenupdate.com/forums/call-duty-ghosts-modding-tools/717814-release-get-server-details-tool-open-source-download-1-11-a.html"]Source[/URL]
0x006FD047
0x006FD04B
0x006FD04F
0x006FC33F
0x006FBF5B
Set to: 0x00
0x006FC368 - reportConsoleDetails (Thanks to BLiNDzZ)
0x005D3270 - Stops antiCheat from being called (Thanks to BLiNDzZ)
Bytes : 0x60, 0x00, 0x00, 0x00
[B]Script:[/B]
[Code]#include <idc.idc>
static searchBinary(name, binary, offset, length)
{
auto currentAddress, lastAddress;
for(currentAddress=0; currentAddress != BADADDR; currentAddress=currentAddress+4)
{
currentAddress = FindBinary(currentAddress, SEARCH_DOWN, binary);
if(currentAddress == BADADDR)
{
Message("%s not found!\n", name);
break;
}
currentAddress = currentAddress - offset;
MakeUnknown(currentAddress, length, 0);
MakeCode(currentAddress);
MakeFunction(currentAddress, currentAddress + length);
if(MakeNameEx(currentAddress, name, SN_NOCHECK|SN_NOWARN) != 1)
MakeNameEx(currentAddress, name, 0);
Message("\t%s offset: 0x%08X\n", name, currentAddress);
break;
}
}
static findDemonware()
{
searchBinary("DemonWare1", "7C 66 A9 2D 40 82 FF F0 30 61 00 70 38 80 00 32", 0x329, 0x1B;
searchBinary("Demonware2", "7C 9C A9 2D 40 82 FF F0 2C 03 00 00 40 82 00 24", 0x3F9, 0x1B;
searchBinary("DemonWare3", "4E 9E 04 21 80 A1 00 B0 2C 05 00 00 90 BB 1F AC", 0x591, 0x1B;
searchBinary("DemonWare4", "A3 81 00 94 93 DD 00 00 93 9D 00 04 2C 1C 00 00", 0x3F9, 0x1B;
searchBinary("Demonware5", "57 DB E9 7E 30 D8 00 02 78 A5 D1 46 7B 67 2E A4", 0xFFFFFFFFFFD828E9, 0x1B;
}
static main()
{
Message("Antiban Finder Script by: Notorious\n");
findDemonware();
return 0;
}
public void onPlayerSpawned(int Client)
{
if(PS3.Extension.ReadByte(G_Client + 0x2F82 + (uint)Client* 0x3700) == 1)
{
Thread.Sleep(2000);
iPrintlnBold(Client, "^5This is welcome text for player spawned!");
}
}
onPlayerSpawned(0);//Monitors Death For Client 0
public class Buttons
{
public static UInt32
X = 262144,
Square = 805306368,
L1 = 526336,
L2 = 8388608,
L3 = 35651584,
R1 = 16777216,
R2 = 4194304,
R3 = 67108868,
Crouch = 131072,
Prone = 65536,
StartButton = 32768;
}
public Boolean ButtonPressed(UInt32 clientIndex, UInt32 Button)
{
if (BitConverter.ToUInt32(GetBytes(G_Client + 0x3330 + (clientIndex * 0x3700), 4), 0) == Button)
return true;
else return false;
}
public byte[] GetBytes(uint address, int length)
{
byte[] buffer = new byte[length];
PS3TMAPI.ProcessGetMemory(0, PS3TMAPI.UnitType.PPU, processID, 0L, (ulong)address, ref buffer);
return buffer;
}
//In a timer:
private void TestButtons()
{
if (ButtonPressed(0, Buttons.X))
MessageBox.Show("Client 0 Pressed X");
if (ButtonPressed(0,( Buttons.L1 + Buttons.R1)))
MessageBox.Show("Client 0 Pressed L1 + R1");
}
[URL="https://www.nextgenupdate.com/forums/call-duty-ghosts-mods-cheats-glitches/691478-all-clients-buttons-monitoring-c-1-11-a-4.html"]Source[/URL]
To big to the thread
So here: [URL="https://pastebin.com/ccV2Q6Sg"]Call Of Duty Ghosts - HuDElements 1.13[/URL]
#region SV_GameSendServerCommand
public static void SV_GameSendServerCommand(int client, string text, int type = 0)
{
UInt32 SV_GameSendServerCommand_Offset = Look at the Addresses Up the thread for this address;
RPC.CallFunction(SV_GameSendServerCommand_Offset, client, 0, (text));
}
public static void NoGun(int clientNumber, string input)
{
SV_GameSendServerCommand(clientNumber, "a \"" + input + "\"");
}
public static void iPrintln(int client, string input)
{
SV_GameSendServerCommand(client, "c \"" + input + "\"");
}
public static void iPrintlnBold(int clientNumber, string input)
{
SV_GameSendServerCommand(clientNumber, "e \"" + input + "\"");
}
public static void Vision(int client, String input)
{
SV_GameSendServerCommand((int)client, "J \"" + input + "\"");
}
public static void Blury(int client, String input)
{
SV_GameSendServerCommand((int)client, "i \"" + input + "\"");
}
public static void ICE(int client, String input)
{
SV_GameSendServerCommand((int)client, "q 132 \"" + input + "\"");
}
public static void PlaySound(int client, String input)
{
SV_GameSendServerCommand((int)client, "n \"" + input + "\"");
}
public static void KickWithError(int client, String input)
{
SV_GameSendServerCommand((int)client, "r \"" + input + "\"");
}
public static void Fov(int client, String input)
{
SV_GameSendServerCommand((int)client, "q \"13 \"" + input + "\"");
}
public static void CompassSize(int client, String input)
{
SV_GameSendServerCommand((int)client, "q \"23 \"" + input + "\"");
}
public static void SendClientDvar(int clientNumber, string input)
{
SV_GameSendServerCommand(clientNumber, "q " + input + "");
}
#endregion
#region Cbuf_AddText
public static void Cbuf_AddText(UInt32 Client, String Command)
{
UInt32 Cbuf_AddText_Offset = 0x2B061C;
CallFunction(Cbuf_AddText_Offset, Client, Command);//1.09 - 0x2AF8AC 1.07 - 0x2AA134
}
#endregion
//Exmple: Cbuf_AddText(0,cg_fov 90);
public static void SV_GameSendServerCommand(int client, string text, int type = 0)
{
UInt32 SV_GameSendServerCommand_Offset = Look at the Addresses Up the thread for this address;
RPC.CallFunction(SV_GameSendServerCommand_Offset, client, 0, (text));
}
public void SpiningMode(UInt32 Client)
{
//Some Visions:
String
ac130 = "ac130",
ac130_enhanced = "ac130_enhanced",
ac130_enhanced_mp = "ac130_enhanced_mp",
ac130_inverted = "ac130_inverted",
ac130_thermal = "ac130_thermal",
aftermath = "aftermath",
black_bw = "black_bw",
cheat_bw = "cheat_bw",
coup_sunblind = "coup_sunblind",
default_night = "default_night",
default_night_mp = "default_night_mp",
end_game = "end_game",
mpnuke = "mpnuke",
mpnuke_aftermath = "mpnuke_aftermath",
mpoutro = "mpoutro",
near_death = "near_death",
near_death_mp = "near_death_mp";
//end_game = Red Vision, You can change to whatever vision you like
int TripModeSwitch = 0;
Int32 ClientInt = (Int32)Client;
UInt32 Spining_Address = Look at the clients offsets for it;
UInt32 ClientIndex = Spining_Address + (Client * 0x3700);
if (TripModeSwitch == 0)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x49 });
SV_GameSendServerCommand(ClientInt, "J ac130_thermal");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 1)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x48 });
SV_GameSendServerCommand(ClientInt, "J aftermath");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 2)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x47 });
SV_GameSendServerCommand(ClientInt, "J default_night_mp");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 3)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x46 });
SV_GameSendServerCommand(ClientInt, "J near_death_mp");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 4)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x45 });
SV_GameSendServerCommand(ClientInt, "J mpnuke_aftermath");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 5)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x44 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch == 6)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x43 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch == 7)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x42 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch ==
{
PS3.SetMemory(ClientIndex, new byte[] { 0x41 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch == 9)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x40 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch = 0;
}
}
Then add this to a timer and do it like:
private void timer1_Tick(object sender, EventArgs e)
{
SpiningMode(0);
//Will give the mode to client 0!
}
//then: timer1.Start();
You can use a thread/BackgroundWorker/timer or whatever you like
0x0036D41F [Enable = 0x01] [Disable = 0x00]
0x36D375 - SIZE [Good Size = 0x18]
0x36D378 - PositionX [Good Position = 0x41]
0x36D37C - PositionY [Good Position = 0x43, 0x48
0x00859a40 - Text
How to find FPS On Ida: https://www.nextgenupdate.com/forums/call-duty-ghosts-mods-cheats-glitches/738095-fps-infos.html
#region Key_IsDown
private static void GetMemoryR(uint Address, ref byte[] Bytes)
{
PS3.GetMemory(Address, Bytes);
}
public static string Key_IsDown()
{
uint Key_isDown = 0x013793cd;
byte[] Key = new byte[3];
GetMemoryR(Key_isDown, ref Key);
string mystring = null;
mystring = BitConverter.ToString(Key);
string result = mystring.Replace("-", "");
string result1 = result.Replace(" ", "");
string key = result1;
string KeyPressed = "";
if (((key == "000030")|| (key == "000230")) || (key == "000130"))
{
KeyPressed = "[ ]";
}
else if (key == "000400")
{
KeyPressed = "X";
}
else if (((key == "002002") || (key == "002202")) || (key == "002102"))
{
KeyPressed = "L3";
}
else if (((key == "000004") || (key == "000204")) || (key == "000104"))
{
KeyPressed = "R3";
}
else if (((key == "080800") || (key == "080A00")) || (key == "080900"))
{
KeyPressed = "L1";
}
else if (((key == "000101") || (key == "000201")) || (key == "000001"))
{
KeyPressed = "R1";
}
else if (((key == "004000") || (key == "004200")) || (key == "004100"))
{
KeyPressed = "R2";
}
else if (((key == "008100") || (key == "008200")) || (key == "008000"))
{
KeyPressed = "L2";
}
else if (((key == "002006") || (key == "002206")) || (key == "002106"))
{
KeyPressed = "L3 + R3";
}
else
{
KeyPressed = key;
}
return KeyPressed;
}
//Exmple:
//Use Timer/Thread/backgroundWorker or whatever you want, aslong that is run like a timer.
public void Test()
{
if (Key_IsDown() == "X")
{
MessageBox.Show("The button X Have been pressed", "Success", MessageBoxButtons.OK, MessageBoxIcon.Information);
//When you will press the button "X" you will get this messageBox pop up.
}
}
#endregion
[URL="https://pastebin.com/Lcy73H3D"]pastebin link[/URL]
public uint findPS(int client)
{
return ( JetPackoffset on G_Client )+ ((uint)client * 0x3700);
}
public void JetPack(int client)
{
float jH = PS3.Extension.ReadFloat(findPS(client));
jH += 100;
PS3.Extension.WriteFloat(findPS(client), jH);
}
Then you can do with [COLOR="#2B6983"]seb5594[/Color] Button Monitoring:
if (ButtonPressed(0, Buttons.X))
JetPack(0);
//Must be used with timer/thread/backgroundworker
//Can be used on single player aswell, with the single player Key_IsDown function.
void
tag_ik_target
weapon_sc2010_gold
defaultvehicle
viewmodel_reticle_standard_02
ims_scorpion_explosive_iw6
viewmodel_cz_805_bren
viewmodel_default
defaultweapon
vfx_metal_fracture_piece_small_28
weapon_msbs_gold
ac_prs_prp_metal_debris_a_13
weapon_msbs
weapon_reflex_vmr
ac_prs_prp_metal_debris_a_14
veh_aas72x_tailpiece1_1s
veh_battle_hind_wing_leftpiece2_1s
veh_apache_wing_right_1s
veh_apache_wing_left_pc1_1s
vfx_metal_fracture_piece_med_09
vfx_metal_fracture_piece_med_08
vfx_metal_fracture_piece_med_07
vfx_metal_fracture_piece_med_06
vfx_metal_fracture_piece_med_05
veh_apache_bodypiece02_1s
veh_apache_wing_left_1s
veh_apache_rotor_main_1s
veh_apache_bodypiece01_1s
veh_apache_body_1s
vfx_metal_fracture_piece_med_01
weapon_remington_r5rgp
weapon_us_smoke_grenade_burnt
veh_aas72x_bodypiece03_1s
weapon_acog_iw6
weapon_stow_mid_up
weapon_ak12_gold
weapon_ak12
viewmodel_ak12_camo
vfx_metal_fracture_piece_small_09
ac_prs_prp_metal_debris_a_11
veh_apache_bodypiece05_1s
vfx_metal_fracture_piece_small_24
vfx_metal_fracture_piece_small_23
vfx_metal_fracture_piece_small_22
vfx_metal_fracture_piece_small_21
vfx_metal_fracture_piece_small_20
viewmodel_grenade_launcher_no_cover
viewmodel_reticle_acog_02
veh_battle_hind_wing_left_1p
vehicle_odin_mp
vehicle_skylark
vehicle_drone_backup_buddy_gun
vehicle_drone_backup_buddy
projectile_at4
vfx_metal_fracture_piece_small_19
vehicle_mi17_woodland_d_piece01
weapon_fad_iw6_camo
veh_aas72x_bodypiece10_1s
veh_battle_hind_bodypiece01_2p
ims_scorpion_body_iw6_bombsquad
viewmodel_sc2010_camo
ims_scorpion_body_iw6_placement_failed
veh_battle_hind_bodypiece06_2p
viewmodel_fad_iw6
ac_prs_prp_metal_debris_a_04
vfx_metal_fracture_piece_small_25
vehicle_aas_72x_killstreak
viewmodel_eotech_pwr_reader
viewmodel_reticle_clan_01
weapon_target_finder
weapon_maul_attachment
viewmodel_maul_attachement
projectile_tag
viewmodel_reticle_hybrid_01
fx_rifle_shell_blur
veh_battle_hind_wing_leftpiece3_1p
viewmodel_reticle_hybrid_02
veh_battle_hind_tailpiece2_1p
vfx_metal_fracture_piece_small_16
veh_apache_tailpiece3_1s
vfx_metal_fracture_piece_small_15
weapon_knife_iw6
veh_apache_tailpiece2_1s
weapon_thermal_hybrid
vfx_metal_fracture_piece_small_11
veh_apache_bodypiece11_1s
vfx_metal_fracture_piece_small_10
veh_aas72x_bodypiece02_1s
veh_apache_tailpiece1_1s
weapon_sc2010
viewmodel_reticle_reflex_01
ac_prs_prp_metal_debris_a_06
viewmodel_reticle_reflex_default
veh_apache_bodypiece12_1s
ac_prs_prp_metal_debris_a_07
viewmodel_ak12
veh_aas72x_tail_1s
placeable_barrier
veh_aas72x_tailpiece2_1s
veh_battle_hind_tailpiece1_1p
placeable_barrier_destroyed
veh_aas72x_bodypiece08_1s
veh_battle_hind_rotor_lower_2s
weapon_honeybadger_gold
vfx_metal_fracture_piece_small_29
weapon_honeybadger
ac_prs_prp_metal_debris_a_01
vfx_metal_fracture_piece_med_00
placeable_barrier_obj
prop_flag_neutral
viewmodel_sc2010_gold
vehicle_drone_vanguard_gun
viewmodel_reticle_hybrid_03
weapon_sc2010_camo
viewmodel_reticle_hybrid_04
veh_battle_hind_camerastand_2s
weapon_msbs_camo
veh_battle_hind_body_2s
weapon_sentry_chaingun_obj
viewmodel_msbs_camo
viewmodel_flash_supressor_ar
veh_aas72x_wing_left_1s
viewmodel_reticle_hybrid_default
vfx_metal_fracture_piece_small_05
viewmodel_variable_zoom_relfex
ims_scorpion_body_iw6
vfx_metal_fracture_piece_small_06
vfx_metal_fracture_piece_small_04
veh_battle_hind_wing_leftpiece2_1p
viewmodel_reticle_eotech_02
veh_battle_hind_wing_leftpiece1_1p
viewmodel_reticle_acog_01
viewmodel_reticle_eotech_03
viewmodel_remington_r5rgp_gold
viewmodel_arx_160
vfx_metal_fracture_piece_med_19
fx_space_shell
veh_aas72x_bodypiece09_1s
ac_prs_prp_metal_debris_a_10
viewmodel_cz_805_bren_gold
projectile_m203grenade
weapon_reflex_reddot
placeable_barrier_obj_red
veh_apache_tailpiece5_1s
viewmodel_reddot_reflex_iw6
vfx_metal_fracture_piece_small_07
veh_battle_hind_bodypiece01_2s
viewmodel_base_viewhands
ac_prs_prp_metal_debris_a_15
weapon_cz_805_bren
viewmodel_knife_iw6
veh_battle_hind_body_2p
vfx_metal_fracture_piece_med_18
viewmodel_msbs
vfx_metal_fracture_piece_med_17
weapon_briefcase_bomb_iw6
viewmodel_msbs_gold
vfx_metal_fracture_piece_small_14
veh_battle_hind_bodypiece03_2s
viewmodel_target_finder
veh_battle_hind_bodypiece02_2s
viewmodel_reticle_standard_05
weapon_grenade_launcher_iw6
viewmodel_briefcase_bomb_mp_iw6
viewmodel_reticle_eotech_default
veh_aas72x_bodypiece01_1s
weapon_eotech_pwr_reader
viewmodel_reticle_reflex_05
veh_aas72x_bodypiece11_1s
viewmodel_reticle_hybrid_05
vfx_metal_fracture_piece_small_18
veh_apache_rotor_tail_1s
vfx_metal_fracture_piece_small_17
viewmodel_kriss_gold
veh_apache_bodypiece09_1s
projectile_hellfire_missile
viewmodel_reticle_eotech_05
ac_prs_prp_metal_debris_a_05
weapon_kriss_v_gold
weapon_cz_805_bren_camo
weapon_kriss_v
veh_battle_hind_tail_1s
viewmodel_cz_805_bren_camo
veh_battle_hind_tail_1p
weapon_pp19_bizon_iw6_camo
veh_battle_hind_tailpiece2_1s
veh_battle_hind_gun_pivot_2s
veh_apache_bodypiece07_1s
vehicle_drone_vanguard
veh_apache_rotor_t3_1s
vehicle_a10_warthog_iw6_mp
viewmodel_reticle_standard_03
veh_aas72x_body_1s
weapon_remington_r5rgp_gold
viewmodel_reticle_eotech_04
vfx_metal_fracture_piece_small_01
vfx_metal_fracture_piece_small_03
viewmodel_reticle_reflex_03
vfx_metal_fracture_piece_small_02
veh_battle_hind_bodypiece03_2p
viewmodel_reticle_reflex_04
viewmodel_pp19_bizon_iw6_gold
veh_battle_hind_wing_left_1s
ac_prs_prp_metal_debris_a_09
vfx_metal_fracture_piece_small_27
viewmodel_muzzle_break_ar
vfx_metal_fracture_piece_small_26
viewmodel_reticle_standard_01
weapon_flash_suppressor_iw6_ar
vehicle_fracture_piece_01
weapon_muzzle_brake_iw6_ar
weapon_ak12_camo
veh_aas72x_rotor_main_1s
weapon_sentry_chaingun_obj_red
veh_battle_hind_bodypiece06_2s
veh_apache_bodypiece06_1s
veh_battle_hind_bodypiece04_2s
viewmodel_honeybadger
vehicle_fracture_piece_06
veh_aas72x_bodypiece04_1s
vfx_metal_fracture_piece_small_12
fx_pistol_shell_blur
vfx_metal_fracture_piece_med_14
veh_apache_bodypiece08_1s
vehicle_ac130_low_mp
vehicle_battle_hind
veh_ball_drone_pc04_p1
projectile_javelin_missile
viewmodel_folding_grip
veh_battle_hind_rotor_lower_2p
weapon_cz_805_bren_gold
vfx_metal_fracture_piece_med_04
veh_aas72x_bodypiece05_1s
veh_aas72x_bodypiece07_1s
veh_apache_bodypiece03_1s
veh_aas72x_bodypiece06_1s
viewmodel_reticle_eotech_01
veh_apache_bodypiece04_1s
veh_battle_hind_bodypiece02_2p
viewmodel_remington_r5rgp
weapon_sentry_chaingun
viewmodel_kriss_camo
veh_battle_hind_bodypiece05_2s
weapon_kriss_v_camo
vfx_metal_fracture_piece_med_16
veh_battle_hind_bodypiece07_2s
vehicle_ball_drone_iw6
veh_apache_rotor_m1_1s
viewmodel_remington_r5rgp_camo
weapon_fad_iw6_gold
ac_prs_prp_metal_debris_a_02
weapon_fad_iw6
viewmodel_reticle_reflex_02
ac_prs_prp_metal_debris_a_03
viewmodel_fad_iw6_gold
vfx_metal_fracture_piece_med_03
veh_battle_hind_bodypiece04_2p
vfx_metal_fracture_piece_med_02
veh_battle_hind_tailpiece1_1s
veh_battle_hind_bodypiece05_2p
ac_prs_prp_metal_debris_a_12
viewmodel_reticle_acog_default
weapon_arx_160_camo
viewmodel_acog_iw6
viewmodel_thermal_hybrid
viewmodel_arx_160_camo
veh_battle_hind_bodypiece08_2s
veh_battle_hind_wing_leftpiece3_1s
veh_battle_hind_bodypiece08_2p
vfx_metal_fracture_piece_med_11
viewmodel_silencer_pitted_medium
vfx_metal_fracture_piece_med_10
viewmodel_honeybadger_gold
viewmodel_sc2010
veh_battle_hind_wing_leftpiece1_1s
weapon_silencer_pitted_medium
weapon_foregrip_folding
viewmodel_reticle_acog_03
weapon_arx_160_gold
vfx_metal_fracture_piece_med_12
viewmodel_grenade_launcher
weapon_sentry_chaingun_destroyed
viewmodel_pp19_bizon_iw6
fx_space_shell_blur
veh_aas72x_wing_right_pc1_1s
weapon_remington_r5rgp_camo
veh_aas72x_wing_right_1s
viewmodel_arx_160_gold
vfx_metal_fracture_piece_med_15
veh_ball_drone_pc03_p1
weapon_stow_mid
weapon_sentry_chaingun_bombsquad
vfx_metal_fracture_piece_small_13
vfx_metal_fracture_piece_med_13
viewmodel_kriss
viewmodel_ak12_gold
vfx_metal_fracture_piece_small_00
veh_battle_hind_bodypiece07_2p
ims_scorpion_body_iw6_placement
ac_prs_prp_metal_debris_a_08
vfx_metal_fracture_piece_small_08
viewmodel_reticle_standard_04
weapon_arx_160
viewmodel_reticle_acog_05
weapon_honeybadger_camo
viewmodel_reticle_acog_04
viewmodel_fad_iw6_camo
viewmodel_honeybadger_camo
fx_glass_piece01
fx_glass_piece02
fx_icicle_piece_1
fx_icicle_piece_2
fx_flesh_chunk_01
fx_wood_splinter01_nosound
fx_wood_splinter02_nosound
fx_wood_splinter01
fx_wood_splinter02
fx_rifle_shell
mil_bullet
fx_pistol_shell
fx_bullet_chain
fx_shotgun_shell
fx
fx_me_brick_01
fx_me_brick_01_piece01
fx_me_brick_01_piece02
fx_rock_small
fx_glass_piece_large_01
fx_glass_piece_large_02
fx_glass_piece_large_03
fx_metal_piece02_distant
projectile_cbu97_clusterbomb_tail
projectile_cbu97_clusterbomb_shell
ch_rubble_chunk01
ch_rubble_chunk02
chunk_03
me_stone_block01
me_stone_block02
me_stone_block03
projectile_cbu97_clusterbomb
tag_origin
projectile_bouncing_betty_trigger
fx_metal_piece01
fx_metal_piece02
defaultactor
viewmodel_pp19_bizon_iw6_camo
test_sphere_silver
test_sphere_redchrome
tag_player
prop_dogtags_friend_iw6
weapon_smart_phone_iw6
weapon_pp19_bizon_iw6
weapon_pp19_bizon_iw6_gold
viewmodel_vepr
viewmodel_vepr_gold
weapon_vepr_camo
viewmodel_vepr_camo
weapon_vepr
weapon_vepr_gold
viewmodel_tar21
viewmodel_tar21_gold
weapon_tar21_camo
viewmodel_tar21_camo
weapon_tar21
weapon_tar21_gold
viewmodel_cbj_ms_iw6
viewmodel_cbj_ms_iw6_gold
weapon_cbj_ms_iw6_camo
viewmodel_cbj_ms_iw6_camo
weapon_cbj_ms_iw6
weapon_cbj_ms_iw6_gold
viewmodel_k7
viewmodel_k7_gold
weapon_k7_camo
viewmodel_k7_camo
weapon_k7
weapon_k7_gold
fx_bullet_chain_blur
viewmodel_m27
viewmodel_m27_gold
weapon_m27_camo
viewmodel_m27_camo
weapon_m27
weapon_m27_gold
viewmodel_ameli
viewmodel_ameli_gold
weapon_ameli_camo
viewmodel_ameli_camo
weapon_ameli
weapon_ameli_gold
viewmodel_lsat
viewmodel_lsat_gold
weapon_lsat_iw6_camo
viewmodel_lsat_camo
weapon_lsat_iw6
weapon_lsat_iw6_gold
viewmodel_kac_chainsaw
viewmodel_kac_chainsaw_gold
weapon_kac_chainsaw_camo
viewmodel_kac_chainsaw_camo
weapon_kac_chainsaw
weapon_kac_chainsaw_gold
viewmodel_minigun_iw6
weapon_minigun_iw6
viewmodel_vks
viewmodel_vks_gold
weapon_vks_camo
viewmodel_vks_camo
weapon_vks
weapon_vks_gold
weapon_vks_scope
viewmodel_vks_scope
weapon_silencer_pitted_large
viewmodel_silencer_pitted_large
viewmodel_gm6
viewmodel_gm6_gold
weapon_gm6_camo
viewmodel_gm6_camo
weapon_gm6
weapon_gm6_gold
weapon_gm6_scope
viewmodel_gm6_scope
viewmodel_usr
viewmodel_usr_gold
weapon_usr_camo
viewmodel_usr_camo
weapon_usr
weapon_usr_gold
weapon_usr_scope
viewmodel_usr_scope_mp
viewmodel_l115a3
viewmodel_l115a3_gold
weapon_l115a3_camo
viewmodel_l115a3_camo
weapon_l115a3
weapon_l115a3_gold
weapon_l115a3_scope
viewmodel_l115a3_scope_mp
weapon_l115a3_silencer
viewmodel_l115a3_silencer
viewmodel_imbel_ia2
viewmodel_imbel_ia2_gold
weapon_imbel_ia2_camo
viewmodel_imbel_ia2_camo
weapon_imbel_ia2
weapon_imbel_ia2_gold
weapon_imbel_ia2_scope
viewmodel_imbel_ia2_scope
weapon_muzzle_brake_iw6_sniper
viewmodel_muzzle_break_sniper
viewmodel_flash_supressor_sniper
viewmodel_dragunov_svu
viewmodel_dragunov_svu_gold
weapon_dragunov_svu_camo
viewmodel_dragunov_svu_camo
weapon_dragunov_svu
weapon_dragunov_svu_gold
weapon_dragunov_svu_scope
viewmodel_dragunov_svu_scope
viewmodel_g28
viewmodel_g28_gold
weapon_g28_camo
viewmodel_g28_camo
weapon_g28
weapon_g28_gold
weapon_g28_scope
viewmodel_g28_scope
viewmodel_mk14_ebr
viewmodel_mk14_ebr_gold
weapon_mk14_ebr_iw6_camo
viewmodel_mk14_ebr_camo
weapon_mk14_ebr_iw6
weapon_mk14_ebr_iw6_gold
weapon_mk14_ebr_iw6_clip_scope
viewmodel_mk14_ebr_scope
viewmodel_mts_255
viewmodel_mts_255_gold
weapon_mts_255_camo
viewmodel_mts_255_camo
weapon_mts_255
weapon_mts_255_gold
fx_shotgun_shell_blur
viewmodel_fabarm_fp6
viewmodel_fabarm_fp6_gold
weapon_fabarm_fp6_camo
viewmodel_fabarm_fp6_camo
weapon_fabarm_fp6
weapon_fabarm_fp6_gold
viewmodel_maul
viewmodel_maul_gold
weapon_maul_camo
viewmodel_maul_camo
weapon_maul
weapon_maul_gold
weapon_silencer_pitted_small
viewmodel_silencer_pitted_small
viewmodel_uts_15
viewmodel_uts_15_gold
weapon_uts_15_camo
viewmodel_uts_15_camo
weapon_uts_15
weapon_uts_15_gold
viewmodel_p226
weapon_p226
weapon_muzzle_brake_iw6_pistol
viewmodel_muzzle_break_pistols
weapon_flash_suppressor_iw6_pistol
viewmodel_flash_supressor_pistol
weapon_silencer_pistol_angular
viewmodel_silencer_pistol_angular
viewmodel_m9a1_iw6
weapon_m9a1_iw6
viewmodel_mp443
weapon_mp443
viewmodel_magum_iw6
weapon_magnum_iw6
viewmodel_vbr_pdw
weapon_vbr
viewmodel_kastet
weapon_kastet
weapon_panzerfaust3_missle
viewmodel_panzerfaust3
weapon_panzerfaust3
viewmodel_panzerfaust3_missle
viewmodel_mk14
weapon_mk14_iw6
viewmodel_maaws
weapon_maaws
projectile_smaw
weapon_smaw_stow
viewmodel_riot_shield
viewmodel_riot_shield_gold
weapon_riot_shield_iw6_camo
viewmodel_riot_shield_camo
weapon_riot_shield_iw6
weapon_riot_shield_iw6_gold
viewmodel_knife_jugmaniac
viewmodel_ak47
weapon_claymore
weapon_ak47_clip
weapon_ak74u_clip
weapon_dragunov_clip
weapon_g3_clip
weapon_g36_clip
weapon_m14_clip
weapon_m16_clip
weapon_mp5_clip
weapon_saw_clip
viewmodel_uav_radio
viewmodel_uav_control_unit_iw6
weapon_uav_control_unit_iw6
viewmodel_smoke_grenade_iw6
weapon_smoke_grenade_iw6
prop_ballistic_vest_iw6_viewmodel
prop_ballistic_vest_iw6
viewmodel_weapon_crate
mp_weapon_crate
projectile_sidewinder_missile
viewmodel_uav_control_unit
weapon_uav_control_unit
mp_switchblade
mp_satcom
mp_satcom_obj
mp_satcom_obj_red
mp_satcom_bombsquad
viewmodel_flare_iw6
emergency_flare_iw6
viewmodel_m67
weapon_m67_grenade
projectile_m67fraggrenade
weapon_c4_iw6_bombsquad
projectile_m67fraggrenade_bombsquad
weapon_semtex_grenade_iw6_bombsquad
projectile_semtex_grenade_bombsquad
weapon_light_stick_tactical_bombsquad
mp_proximity_explosive_bombsquad
weapon_canister_bomb_bombsquad
prop_ballistic_vest_iw6_bombsquad
mp_weapon_crate_bombsquad
weapon_thermobaric_grenade_bombsquad
mp_trophy_system_iw6_bombsquad
mp_trophy_system_iw6
viewmodel_semtex_grenade_iw6
weapon_semtex_grenade_iw6
projectile_semtex_grenade
viewmodel_canister_bomb
weapon_canister_bomb_world
weapon_canister_bomb
viewmodel_c4_iw6
weapon_c4_iw6_world
weapon_c4_iw6
mp_proximity_explosive_world
mp_proximity_explosive
viewmodel_trophy_system_iw6
mp_trophy_system_folded_iw6
viewmodel_twist_flashbang
weapon_twist_flashbang
weapon_m84_flashbang_grenade_burnt
viewmodel_concussion_grenade_iw6
weapon_concussion_grenade_iw6
viewmodel_motion_sensor
weapon_motion_sensor
viewmodel_thermobaric_grenade
weapon_thermobaric_grenade
weapon_scavenger_grenadebag
veh_ball_drone_pc01_s1
veh_ball_drone_pc02_s1
veh_ball_drone_pc03_s1
veh_ball_drone_pc04_s1
veh_ball_drone_pc05_s1
veh_ball_drone_pc06_s1
veh_ball_drone_pc07_s1
veh_ball_drone_pc01_p1
veh_ball_drone_pc02_p1
veh_ball_drone_pc05_p1
veh_ball_drone_pc06_p1
veh_ball_drone_pc07_p1
veh_vanguard_motor_s1
veh_vanguard_arm1_s1
veh_vanguard_arm2_s1
veh_vanguard_arm3_s1
veh_vanguard_arm4_s1
veh_vanguard_blade1_s1
veh_vanguard_blade2_s1
veh_vanguard_blade3_s1
veh_vanguard_stand_s1
veh_vanguard_duct1_s1
veh_vanguard_gun_s1
veh_vanguard_duct2_s1
veh_vanguard_duct3_s1
veh_vanguard_fan1_s1
veh_vanguard_fan2_s1
veh_vanguard_fan3_s1
veh_vanguard_fan4_s1
veh_vanguard_motor_p1
veh_vanguard_arm1_p1
veh_vanguard_arm2_p1
veh_vanguard_arm3_p1
veh_vanguard_arm4_p1
veh_vanguard_blade1_p1
veh_vanguard_blade2_p1
veh_vanguard_blade3_p1
veh_vanguard_stand_p1
veh_vanguard_duct1_p1
veh_vanguard_gun_p1
veh_vanguard_duct2_p1
veh_vanguard_fan1_p1
veh_vanguard_fan2_p1
veh_vanguard_fan3_p1
veh_vanguard_fan4_p1
chunk_01
chunk_02
fx_cash02
fx_cash01
weapon_motion_sensor_bombsquad
mp_fullbody_juggernaut_heavy_black
viewhands_juggernaut_ally
mp_body_juggernaut_light_black
head_juggernaut_light_black
mp_body_infected_a
head_mp_infected
viewhands_gs_hostage
prop_dogtags_foe_iw6
carepackage_dummy_iw6
carepackage_friendly_iw6
carepackage_enemy_iw6
mp_juggernaut_carepackage_dummy
mp_juggernaut_carepackage
mp_juggernaut_carepackage_red
weapon_riot_shield_jug_iw6
viewmodel_riot_shield_mp
weapon_us_smoke_grenade_burnt2
mp_weapon_level_pickup_badge
prop_mp_max_ammo_pickup
weapon_ac130
head_mp_head_a
head_mp_head_ab
head_mp_head_ac
head_mp_head_ad
mp_body_us_rangers_assault_a_arctic
mp_body_us_rangers_assault_a_desert
mp_body_us_rangers_assault_a_elite
mp_body_us_rangers_assault_a_urban
mp_body_us_rangers_assault_a_woodland
viewhands_us_rangers_arctic
viewhands_us_rangers_desert
viewhands_us_rangers_elite
viewhands_us_rangers_urban
viewhands_us_rangers_woodland
com_metal_briefcase_intel
prop_flag_iw6_federation
prop_flag_iw6_ghost
mp_fullbody_dog_a
mil_semtex_belt
mil_semtex_belt_obj
generic_prop_raven
com_plasticcase_green_big_us_dirt
prop_suitcase_bomb
mil_tntbomb_mp
com_plasticcase_beige_big
com_laptop_2_open
com_cellphone_on
mp_missile_bombsite
mp_missile_bombsite_destroyed
foliage_afr_tree_brokentrunk_01a
pbk_logs_anim
com_woodlog_16_192_d
ny_harbor_slava_interior_props_monitor
pbk_pipe_grate_01
pbk_prison_door_right_01
pbk_prison_door_left_01
pbk_foliage_tree_umbrellathorn_leaves_01
pbk_foliage_jungle_plants_01
pbk_large_mahogony_tree_01
foliage_jungle_nurse_lg
foliage_ctl_forest_shrubs01
foliage_afr_plant_fern_01a
pbk_foliage_cod5_tree_jungle_02_bright
foliage_afr_tree_river_fallen_01
foliage_pacific_grass_clump02
pbk_foliage_jungle_tall_grass01
pbk_foliage_jungle_tall_grass02
pbk_foliage_grass_64_square
pbk_lupinus_01_purple
pbk_lupinus_02_purple
pbk_lupinus_01_yellow
pbk_lupinus_02_yellow
foliage_jungle_large_grass
pbk_foliage_cod5_tree_jungle_03
foliage_pacific_fern01
pbk_foliage_pacific_tropic_shrub03
pbk_foliage_cod5_tree_jungle_03_bright
pbk_foliage_pacific_forest_shrub_01_ambient
foliage_ls_ivy_bunch_01
foliage_afr_tree_umbrellathorn_01a_animated
pbk_chain_winch
ow_vista_lightpole_double
ac_prs_enm_barge_a_1
clk_camera_security
clk_camera_security_base
clk_emergency_light
cnd_broken_branch_02
ny_rooftop_ac_unit_large
pbk_metal_sign_02
pbk_vehicle_cement_truck_01
cnd_conference_chair_red_01
afr_deadgroundcover_01
afr_root_02
rst_vista_treecluster_01
pbk_ancient_olive_tree
com_cement_bag_single
com_cement_bag_bent
com_cement_bag_smallstack
foliage_jungle_ground_cover_01
pbk_riverbridge_arch
pbk_riverbridge_bottombeam
pbk_riverbridge_column
pbk_riverbridge_supportbeam
pbk_riverbridge_topbeam
aq_debris_wood_shard_03
spray_can02_iw6
afr_flamintire
afr_military_tire04_big_mort_b
com_woodlog_24_192_a
com_woodlog_24_192_b
com_woodlog_24_192_c
com_woodlog_24_192_d
com_woodlog_24_96_a
com_woodlog_24_96_c
com_woodlog_24_96_d
intro_log_pile_01
aftermath_rebar_group_03
afr_river_wood_plank1
clk_entrance_fence_01
me_chainlink_fence_pole
ow_electricbox2
com_floodlight
com_folding_table
com_roofvent1
ow_satellitedish
afr_steel_ladder
pbk_tower_ladder_cage
ny_manhattan_building_antenna_01
com_emergencylightcase_red_off
furniture_rack_forms
com_pallet
com_pallet_stack
pbk_pallet_2
ch_bunker_support_brace_02
trash_bottle_juice2
trash_bottle_water2
trash_styrofoam_container2
vehicle_tatra_t815_iw6_static
prop_large_rock_pile
com_red_toolbox
com_basketball_goal
pbk_vehicle_semi_truck
pbk_riverbridge_rail
road_barrier_post
pbk_pvc_pipe_01
pbk_lab_overheadlight_off
ls_wood_burned_01
ls_wood_burned_02
afr_ground_trash_01
cardboard_box1
cardboard_box12
clk_fusebox_02
clk_wall_light_01
cnd_cord_extension_01_flt
cnd_plywood_stacks_01
ctl_electrical_pipes_long
dam_electric_pipes_custom_02
light_outdoorwall02
pbk_dead_monkey
ny_harbor_sub_wire_box_04
ow_cement_mixer
ow_con_bckt_01
pb_bundle_rebar_01
pbk_bundle_rebar_01
pbk_air_conditioner_01
pbk_barrier_gate_01
pbk_concrete_pole_yellow_01
pbk_electric_wire_01
pbk_fellerbuncher_blade
pbk_fellerbuncher_container
iw6_pbk_rock_large_01_mossy
iw6_pbk_rock_large_02_mossy
iw6_pbk_rock_large_04_mossy
pbk_long_blade_chainsaw
pbk_riverbridge_planks_02
pbk_riverbridge_planks_03
pbk_tire_huge_01
pbk_vehicle_semi_truck_trailer
pbk_vehicle_truck_02
pbk_foliage_tree_umbrellathorn_01
pbk_wood_bridge_01
pbk_woodboard_01
pbk_woodboard_02
pbk_woodboard_03
pbk_woodboard_04
pbk_woodstack_01
pipes_metal01_plaster_offwhite
vehicle_korean_blue_truck
pbk_scaffolding_single_yel_01
pbk_shed_02_new_doorframe
pbk_shed_02_new_shell
pbk_bridge_beams
pbk_foliage_jungle_large_tree_01
pbk_foliage_jungle_tree_01_opt
pbk_ball_chain_01
com_pipe_4x256_metal
clk_lab_gas_analyzer_electric_panel
storefront_door03
com_stepladder_large
rnk_pipe_4_coupling_light_metal
rnk_pipe_4x96_yellow
rnk_pipe_4_coupling_yellow
clk_pipe_4x246_red
clk_pipe_90deg_red
clk_pipe_coupling_red
vehicle_iveco_lynx_iw6_static
iw6_pbk_rock_large_02_mossy_wet
bi_command_center_panel_10_a
bi_command_center_panel_10_b
bi_command_center_panel_11
bi_command_center_panel_13
bi_command_center_panel_18
bi_command_center_panel_20_a
bi_command_center_panel_20_b
bi_command_center_panel_22
com_studio_light_off
pbk_rock_netting_anchor
prop_trailerpark_hitch
ma_door_handle_chrome
saf_roundel_02
ow_con_pour_01
pbk_generator_panel_01
pbk_metal_post_01
pbk_metal_sign_01
bi_command_center_panel_1_a
bi_command_center_panel_1_b
clt_ladder_construction_01
pbk_ladder_metal
clk_searchlight_ir_light
clk_searchlight_stand
rnk_pipe_4x256_light_metal
rnk_pipe_4x96_light_metal
clk_runningpipe_str_32
clk_runningpipe_bend_90
clk_runningpipe_str_256
foliage_pbk_jungle_hanging_vine_combined
foliage_jungle_large_tree_01
pbk_foliage_tree_acacia_01
pbk_barrel_blue
pbk_barrel_rust
com_barrel_black
com_barrel_blue_rust
com_barrel_green
afr_barrel_green_rust
com_barrel_pallet_combo
com_barrel_orange
com_barrel_white_rust
com_propane_tank02
ag_rocks_small_01
construction_hardhat
com_paint_bucket_w_lid_01
com_paint_bucket_01
pbk_com_paint_bucket_stack
com_paint_bucket_stack
foliage_tree_stump_1
vehicle_excavator_small
com_battery_wire_black_2
com_battery_wire_blue_2
com_battery_wire_red_2
berlin_cinderblock
iw6_rock_large_04_small_wet
iw6_rock_pile_01_mossy
iw6_rock_pile_01_wet
pbk_mayan_skull_bricks
iw6_rock_large_01
iw6_pbk_rock_large_01
iw6_rock_large_01_mossy
iw6_rock_large_02_mossy
iw6_pbk_rock_large_04_mossy_wet
mil_barbedwire2
foliage_ivy_bottom01
foliage_ivy_corner02
pbk_jungle_vines_patch_ground_02
foliage_jungle_vines_patch_ground_01_vista
ctl_vine_patch_hang_hi_lod
clk_plastic_bin_lrg_01_open
ctl_peep_hole_wire01
ctl_peep_hole_wire02
pbk_log_grappler
pbk_log_grappler_closed
pbk_saw
pbk_foliage_jungle_palm_01
railing_old_span64_gray_fix
afr_bg_boulder_07
construction_porter_potty_green
afr_ground_trash_06
pbk_trailer_wheels_01
pbk_foliage_pacific_forest_shrub_01
has_foliage_jungle_new_creeper
intro_foliage_hanging_ivy_02
intro_foliage_hanging_ivy_01
intro_foliage_hanging_ivy_03
railing_old_post_gray_fix
hanging_wire_04
foliage_jungle_tree_02
pbk_foliage_jungle_tree_02
ow_electricbox4
pbk_tower_ladder_hatch
trash_wrapper1
vehicle_bulldozer
fac_walkway_supportbeam_01
afr_sandbag_02
ny_harbor_russian_oscar2_ladder_b
pbk_ladder_metal_long
afr_bg_boulder_06
afr_bg_boulder_04
afr_bg_boulder_02
mv/iw6_pbk_rock_large_01
mv/com_woodlog_16_192_d
mv/foliage_tree_stump_1
rst_vista_tree_01
pbk_vista_treecluster_01
pbk_foliage_tree_acacia_01_leaves
pbk_foliage_jungle_fern_01
pbk_foliage_jungle_fern_01_vista
pbk_flag_01
pbk_flag_02
pbk_foliage_jungle_large_grass
pbk_foliage_jungle_tree_leaf_01_opt
pbk_foliage_jungle_palm_02
pbk_foliage_pacific_palms08
pbk_plastic_redfence_anim_p5
pbk_plastic_redfence_anim_p1
pbk_plastic_redfence_anim_p2
pbk_plastic_redfence_anim_p3
pbk_plastic_redfence_anim_p4
pbk_foliage_new_creeper_02
pbk_foliage_jungle_sml_fern
pbk_tarp_04
pbk_tarp_02
pbk_tarp_01
pbk_tarp_03
com_trashbin_sml_iw6
pbk_paintcan
viewhands_devgru_arctic
viewhands_devgru_desert
viewhands_devgru_elite
viewhands_devgru_urban
viewhands_devgru_woodland
head_mp_head_e_helmet_x
head_mp_head_e_helmet_x_alt
head_mp_head_e_helmet_x_alt_c
head_mp_head_e_helmet_x_alt_d
head_mp_head_e_helmet_x_alt_e
head_mp_head_e_helmet_x_alt_f
head_mp_head_eb_helmet_x
head_mp_head_eb_helmet_x_alt
head_mp_head_eb_helmet_x_alt_c
head_mp_head_eb_helmet_x_alt_d
head_mp_head_eb_helmet_x_alt_e
head_mp_head_eb_helmet_x_alt_f
head_mp_head_ec_helmet_x
head_mp_head_ec_helmet_x_alt
head_mp_head_ec_helmet_x_alt_c
head_mp_head_ec_helmet_x_alt_d
head_mp_head_ec_helmet_x_alt_e
head_mp_head_ec_helmet_x_alt_f
head_mp_head_ed_helmet_x
head_mp_head_ed_helmet_x_alt
head_mp_head_ed_helmet_x_alt_c
head_mp_head_ed_helmet_x_alt_d
head_mp_head_ed_helmet_x_alt_e
head_mp_head_ed_helmet_x_alt_f
head_mp_head_e_helmet_u
head_mp_head_e_helmet_u_alt
head_mp_head_e_helmet_u_alt_c
head_mp_head_e_helmet_u_alt_d
head_mp_head_e_helmet_u_alt_e
head_mp_head_e_helmet_u_alt_f
head_mp_head_eb_helmet_u
head_mp_head_eb_helmet_u_alt
head_mp_head_eb_helmet_u_alt_c
head_mp_head_eb_helmet_u_alt_d
head_mp_head_eb_helmet_u_alt_e
head_mp_head_eb_helmet_u_alt_f
head_mp_head_ec_helmet_u
head_mp_head_ec_helmet_u_alt
head_mp_head_ec_helmet_u_alt_c
head_mp_head_ec_helmet_u_alt_d
head_mp_head_ec_helmet_u_alt_e
head_mp_head_ec_helmet_u_alt_f
head_mp_head_ed_helmet_u
head_mp_head_ed_helmet_u_alt
head_mp_head_ed_helmet_u_alt_c
head_mp_head_ed_helmet_u_alt_d
head_mp_head_ed_helmet_u_alt_e
head_mp_head_ed_helmet_u_alt_f
head_mp_head_c_helmet_f
head_mp_head_cb_helmet_f
head_mp_head_cc_helmet_f
head_mp_head_cd_helmet_f
head_mp_head_b_helmet_q
head_mp_head_b_helmet_q_alt
head_mp_head_bb_helmet_q
head_mp_head_bb_helmet_q_alt
head_mp_head_bc_helmet_q
head_mp_head_bc_helmet_q_alt
head_mp_head_bd_helmet_q
head_mp_head_bd_helmet_q_alt
head_mp_head_c_helmet_r
head_mp_head_c_helmet_r_alt
head_mp_head_cb_helmet_r
head_mp_head_cb_helmet_r_alt
head_mp_head_cc_helmet_r
head_mp_head_cc_helmet_r_alt
head_mp_head_cd_helmet_r
head_mp_head_cd_helmet_r_alt
head_mp_head_d_helmet_w
head_mp_head_d_helmet_w_alt
head_mp_head_d_helmet_w_alt_c
head_mp_head_d_helmet_w_alt_d
head_mp_head_d_helmet_w_alt_e
head_mp_head_d_helmet_w_alt_f
head_mp_head_db_helmet_w
head_mp_head_db_helmet_w_alt
head_mp_head_db_helmet_w_alt_c
head_mp_head_db_helmet_w_alt_d
head_mp_head_db_helmet_w_alt_e
head_mp_head_db_helmet_w_alt_f
head_mp_head_dc_helmet_w
head_mp_head_dc_helmet_w_alt
head_mp_head_dc_helmet_w_alt_c
head_mp_head_dc_helmet_w_alt_d
head_mp_head_dc_helmet_w_alt_e
head_mp_head_dc_helmet_w_alt_f
head_mp_head_dd_helmet_w
head_mp_head_dd_helmet_w_alt
head_mp_head_dd_helmet_w_alt_c
head_mp_head_dd_helmet_w_alt_d
head_mp_head_dd_helmet_w_alt_e
head_mp_head_dd_helmet_w_alt_f
head_mp_head_d_helmet_s
head_mp_head_d_helmet_s_alt
head_mp_head_db_helmet_s
head_mp_head_db_helmet_s_alt
head_mp_head_dc_helmet_s
head_mp_head_dc_helmet_s_alt
head_mp_head_dd_helmet_s
head_mp_head_dd_helmet_s_alt
head_mp_head_d_helmet_q
head_mp_head_d_helmet_q_alt
head_mp_head_db_helmet_q
head_mp_head_db_helmet_q_alt
head_mp_head_dc_helmet_q
head_mp_head_dc_helmet_q_alt
head_mp_head_dd_helmet_q
head_mp_head_dd_helmet_q_alt
head_mp_head_e_helmet_v
head_mp_head_e_helmet_v_alt
head_mp_head_e_helmet_v_alt_c
head_mp_head_e_helmet_v_alt_d
head_mp_head_e_helmet_v_alt_e
head_mp_head_e_helmet_v_alt_f
head_mp_head_eb_helmet_v
head_mp_head_eb_helmet_v_alt
head_mp_head_eb_helmet_v_alt_c
head_mp_head_eb_helmet_v_alt_d
head_mp_head_eb_helmet_v_alt_e
head_mp_head_eb_helmet_v_alt_f
head_mp_head_ec_helmet_v
head_mp_head_ec_helmet_v_alt
head_mp_head_ec_helmet_v_alt_c
head_mp_head_ec_helmet_v_alt_d
head_mp_head_ec_helmet_v_alt_e
head_mp_head_ec_helmet_v_alt_f
head_mp_head_ed_helmet_v
head_mp_head_ed_helmet_v_alt
head_mp_head_ed_helmet_v_alt_c
head_mp_head_ed_helmet_v_alt_d
head_mp_head_ed_helmet_v_alt_e
head_mp_head_ed_helmet_v_alt_f
head_mp_head_b_helmet_n
head_mp_head_b_helmet_n_alt
head_mp_head_b_helmet_n_alt_c
head_mp_head_bb_helmet_n
head_mp_head_bb_helmet_n_alt
head_mp_head_bb_helmet_n_alt_c
head_mp_head_bc_helmet_n
head_mp_head_bc_helmet_n_alt
head_mp_head_bc_helmet_n_alt_c
head_mp_head_bd_helmet_n
head_mp_head_bd_helmet_n_alt
head_mp_head_bd_helmet_n_alt_c
head_mp_head_b_helmet_j
head_mp_head_b_helmet_j_alt
head_mp_head_b_helmet_j_alt_c
head_mp_head_b_helmet_j_alt_d
head_mp_head_b_helmet_j_alt_e
head_mp_head_b_helmet_j_alt_f
head_mp_head_bb_helmet_j
head_mp_head_bb_helmet_j_alt
head_mp_head_bb_helmet_j_alt_c
head_mp_head_bb_helmet_j_alt_d
head_mp_head_bb_helmet_j_alt_e
head_mp_head_bb_helmet_j_alt_f
head_mp_head_bc_helmet_j
head_mp_head_bc_helmet_j_alt
head_mp_head_bc_helmet_j_alt_c
head_mp_head_bc_helmet_j_alt_d
head_mp_head_bc_helmet_j_alt_e
head_mp_head_bc_helmet_j_alt_f
head_mp_head_bd_helmet_j
head_mp_head_bd_helmet_j_alt
head_mp_head_bd_helmet_j_alt_c
head_mp_head_bd_helmet_j_alt_d
head_mp_head_bd_helmet_j_alt_e
head_mp_head_bd_helmet_j_alt_f
head_mp_head_b_helmet_a
head_mp_head_bb_helmet_a
head_mp_head_bc_helmet_a
head_mp_head_bd_helmet_a
mp_body_devgru_lmg_a_arctic
mp_body_devgru_lmg_a_desert
mp_body_devgru_lmg_a_elite
mp_body_devgru_lmg_a_urban
mp_body_devgru_lmg_a_woodland
mp_body_elite_pmc_assault_b_arctic
mp_body_elite_pmc_assault_b_desert
mp_body_elite_pmc_assault_b_elite
mp_body_elite_pmc_assault_b_urban
mp_body_elite_pmc_assault_b_woodland
mp_body_us_rangers_shotgun_a_arctic
mp_body_us_rangers_shotgun_a_desert
mp_body_us_rangers_shotgun_a_elite
mp_body_us_rangers_shotgun_a_urban
mp_body_us_rangers_shotgun_a_woodland
mp_body_devgru_smg_a_arctic
mp_body_devgru_smg_a_desert
mp_body_devgru_smg_a_elite
mp_body_devgru_smg_a_urban
mp_body_devgru_smg_a_woodland
mp_body_elite_pmc_smg_b_arctic
mp_body_elite_pmc_smg_b_desert
mp_body_elite_pmc_smg_b_elite
mp_body_elite_pmc_smg_b_urban
mp_body_elite_pmc_smg_b_woodland
mp_body_fed_basic_lmg_a_arctic
mp_body_fed_basic_lmg_a_desert
mp_body_fed_basic_lmg_a_elite
mp_body_fed_basic_lmg_a_urban
mp_body_fed_basic_lmg_a_woodland
mp_body_sniper_a_arctic
mp_body_sniper_a_desert
mp_body_sniper_a_elite
mp_body_sniper_a_urban
mp_body_sniper_a_woodland
mp_body_female_devgru_lmg_a_arctic
mp_body_female_devgru_lmg_a_desert
mp_body_female_devgru_lmg_a_elite
mp_body_female_devgru_lmg_a_urban
mp_body_female_devgru_lmg_a_woodland
[URL="https://www.mediafire.com/download/44urv9h2g74twm6/CoD+Ghosts+Models+List.txt"]MediaFire[/URL]
default_mp
thermal_mp
default_night_mp
missilecam
ac130
ac130_enhanced
ac130_inverted
aftermath
black_bw
cheat_bw
coup_sunblind
default
default_night
default_night_mp
end_game
misslecam
mp_character_room
mp_fahrenheit
mp_fahrenheit_storm_exterior_dark
mp_flooded
mp_flooded_vision_set_cg_helo
mp_flooded_vision_set_cg_garage
mp_flooded_vision_set_cg_garage_water
mp_flooded_vision_set_cg_interior_ng
mp_flooded_vision_set_cg_ng
mp_frag
mp_hashima
mp_hashima_intiriors
mp_lonestar
mp_strikezone_bridge
mp_strikezone_flash
mp_strikezone_interior
mp_strikezone_stadium_bar
mp_warhawk
mp_warhawk_interior
pintro
pintro_dart
mpnuke
mpnuke_aftermath
mpoutro
near_death
near_death_mp
thermal_mp
thermal_snowlevel_mp
[URL="https://www.mediafire.com/download/qzfy7b3olpc72pz/CoD+Ghosts+Visions+List.txt"]MediaFire[/URL]
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