Post: [1.14/C#/C++] Addresses, Offsets, Scripts and Assets
07-20-2014, 06:52 PM #1
Sticky
Mary J Wannnnna
(adsbygoogle = window.adsbygoogle || []).push({}); Hello NextGenUpdate members, I see Mango is the only person who has a thread containing a lot of stuff for COD : Ghosts. The reason I am making this thread is because his is a bit messy and there are some incorrect things in there! Feel free to post anything you'd like below whether it be addresses, offsets, scripts or asset dumps to start us off I will provide some research! I will also add more stuff as it comes around. :cheers:

IF ANYTHING IS INCORRECT DO NOT HESITATE TO TELL ME AND I WILL FIX!

Addresses and Offsets

Playerstate (By seb5594)
    
Playerstate - 0xF44980
Interval - 0x3700

//C++ Code
unsigned int Playerstate(int Client, unsigned int Mod = 0)
{
return 0xF44980 + (Client * 0x3700) + Mod;
}

//C# Code
public static uint Playerstate(int Client, uint Mod = 0)
{
return 0xF44980 + ((uint)Client * 0x3700) + Mod;
}

//Playerstate Offsets
ClientName - 0x309C (32 chars)(string)
ClientClanTag - 0x310E (4 chars)(string)
InGameScore - 0x3150 (Int16)
InGameKills - 0x3153 (Int16)
InGameDeaths - 0x3155 (Int16)
InGameAssists - 0x3157 (Int16)
InGameCaptures - 0x3159 (Int16)
ClientTeam - 0x3063 (1 char)(byte)
Client_mFlags - 0x331F (1 char)(byte)
ClientOrigin - 0x1C (12 bytes)(float)
ClientAngles - 0x64 (12 bytes)(float)
ClientPrimaryAmmo - 0x558 (Int32)(4 bytes)
ClientSecondaryAmmo - 0x568 (Int32)(4 bytes)
ClientLethalAmmo - 0x538 (Int32)(4 bytes)
ClientTacticalAmmo - 0x548 (Int32)(4 bytes)
ClientPrimaryAkimbo - 0x341 (1 char)(byte)
ClientSecondaryAkimbo - 0x351 (1 char)(byte)
ClientUAV - 0x3165 (1 char)(byte)
ClientRedBoxes - 0x13 (1 char)(byte)
ClientFriction - 0xE (1 char)(byte)
ClientSpeed - 0x3050 (1 char)(byte)
ClientLag - 0x2F9F (1 char)(byte)
ClientButtonMonitoring - 0x3330 (Int32)(4 bytes)




G_Entity (By seb5594)
    
G_Entity - 0xE04980
Interval - 0x280

//G_Entity Offsets
EntityHealth - 0x1A8 (Int32)(4 bytes)
EntityOrigin - 0x138 (12 bytes)(float)
EntityAngles - 0x144 (12 bytes)(float)
EntityModel - 0x171 (1 char)(byte)


Function Addresses (By seb5594)
    
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)


Non-Host (By seb5594)
    
No Recoil - 0x588AE4 (Enable: 0x60, 0x00, 0x00, 0x00 | Disable: 0x4B, 0xB9, 0x7D, 0xCD)
Laser - 0x698A3B (Enable: 0x01 | Disable: 0x00)
No Spread - 0x12160F (Enable: 0x00 | Disable: 0x02)
Wallhack - 0x16ABA0 (Enable: 0x38, 0xC0, 0x00, 0x08 | Disable: 0x63, 0xA6, 0x00, 0x00)
UAV - 0x140A8F (Enable: 0x01 | Disable: 0x00)
Advanced UAV - 0x140A78 (Enable: 0x01 | Disable: 0x00)
Chrome Players - 0x47895B (Enable: 0x01 | Disable: 0x00)
Red Boxes - 0x149174 (Enable: 0x60, 0x00, 0x00, 0x00 | Disable: 0x41, 0x82, 0x00, 0x0C)



Anti-Ban (By -VIRUS-)
    
0x6FFB2F Byte 0x00
0x6FFB33 Byte 0x00
0x6FFB37 Byte 0x00
0x6FEE27 Byte 0x00
0x6FD88B Byte 0x00
0x6FD88F Byte 0x00




Scripts

C#

Server Details (By Mango_Knife)
    
private String ReturnInfos(Int32 Index)
{
return Encoding.ASCII.GetString(PS3.GetBytes(0x1072868, 0x100)).Replace(@"\", "|").Split('|'Winky Winky[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(1Cool Man (aka Tustin);
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


SV_GameSendServerCommand (By Sticky)
    
public static void SV_GameSendServerCommand(int Client, int Type, string Command)
{
RPC.Call(0x005720C0, new object[] { Client, Type, Command });
}




C++

Get Player Name (Notorious)
    
static const char* getClientName(int clientIndex)
{
const char* Name = ReadString(0xF47A1C + ((unsigned int)clientIndex * 0x3700));
if (Name != std::string::empty)
return Name;
return "Not Connected";
}


Get Active Clients (Notorious)
    
static int RetrievePlayerCount()
{
int ActiveClients = 0;
for (int i = 0; i <= 11; i++)
{
unsigned int read = *(unsigned int*)Playerstate(i);
if (read != 0)
ActiveClients++;
}
return ActiveClients;
}


Button Monitoring (By Sticky)
    
int intArray[100];
int* ReadInt(int address, int length)
{
for (int i = 0; i < length; i++)
{
intArray[i] = *(int*)(address + (i * 0x04));
}
return intArray;
}

namespace Buttons
{
int
X = 262144,
Square = 805306368,
L1 = 526336,
L2 = 8388608,
L3 = 35651584,
R1 = 16777216,
R2 = 4194304,
R3 = 67108868;
};

bool ButtonPressed(int Client, int Button)
{
if (*(int*)Mem::ReadInt(0xF47CB0 + (Client * 0x3700), 1) == Button)
return true;
else return false;
}


In Game Keyboard (By Sticky)
    
char* ReadString(int address)
{
return (char*)(address);
}

int ReadInt(int address)
{
return *(int*)address;
}

char* Keyboard(char* Title = "", char* PresetText = "", int MaxLength = 64)
{
RPC::CALL(6, 0x3652A8, 0, Title, PresetText, MaxLength, 0, 0xa69578, 0xa7011Cool Man (aka Tustin);
while (Mem::ReadInt(0xA8CD64) != 0)
continue;
return Mem::ReadString(0x29F0E22);
}


Fair Aimbot (By Sticky)
    
#include <math.h>
int ReadInt(int address)
{
return *(int*)address;
}
int CheckTeam(int Client)
{
return Mem::ReadInt(Playerstate(Client, 0x2F60));
}

bool CheckIfLiving(int Client)
{
return Mem::ReadInt(G_Entity(Client, 0x1ACool Man (aka Tustin)) > 0 && Mem::ReadInt(G_Entity(Client, 0x1ACool Man (aka Tustin)) < 100 && Mem::ReadInt(Playerstate(Client, 0x2E80)) != 1;
}

namespace Aimbot
{
struct Vec3
{
float x, y, z;
};

Vec3 GetPlayerOrigin(int Client)
{
Vec3 vec;
for(int i = 0, f = 0; i < 3; i++, f += 4)
{
(&vec.x)[i] = *(float*)(Playerstate(Client)) + (0x1C+f);
}
return vec;
}

Vec3 GetDifference(Vec3 numArray, Vec3 numArray2)
{
Vec3 Difference;
Difference.x = (numArray2.x - numArray.x);
Difference.y = (numArray2.y - numArray.y);
Difference.z = (numArray2.z - numArray.z);
return Difference;
}

Vec3 GetVec(int Client, int OtherClient)
{
Vec3 numArray = GetPlayerOrigin(Client);
Vec3 numArray2 = GetPlayerOrigin(OtherClient);
Vec3 numArray3 = GetDifference(numArray, numArray2);
return numArray3;
}

float* VectorToAngles(Vec3 Angles)
{
float num2;
float num3;
Vec3 numArray;
if ((Angles.y == 0) && (Angles.x == 0))
{
num2 = 0;
if (Angles.z > 0)
num3 = 90;
else
num3 = 270;
}
else
{
if (Angles.x != -1)
num2 = (float)((atan2((double)Angles.y, (double)Angles.x) * 180.0) / 3.1415926535897931);
else if (Angles.y > 0)
num2 = 90;
else
num2 = 270;
if (num2 < 0)
num2 += 360;
float num = (float)sqrt((double)((Angles.x * Angles.x) + (Angles.y * Angles.y)));
num3 = (float)((atan2((double)Angles.z, (double)num) * 180.0) / 3.1415926535897931);
if (num3 < 0)
num3 += 360;
}
numArray.x = -num3;
numArray.y = num2;
numArray.z = 0;
float* output;
output[0] = numArray.x;
output[1] = numArray.y;
output[2] = numArray.z;
return output;
}

float Get3dDistance( Vec3 c1, Vec3 c2 )
{
float dx = c2.x - c1.x;
float dy = c2.y - c1.y;
float dz = c2.z - c1.z;

return sqrt((float)(dx * dx + dy * dy + dz * dz));
}

int GetNearestPlayer(int Client)
{
int Victim = 0;
float MaxDistance = 0xFFFFFFFFFFFFFFFF;

for (int i = 0; i < 12; i ++)
{
float ActualDistance = Get3dDistance(GetPlayerOrigin(Client), GetPlayerOrigin(i));

if ((i != Client))
{
if(CheckTeam(i) != CheckTeam(Client))
{
if (CheckIfLiving(i))
{
if (ActualDistance < MaxDistance)
{
MaxDistance = ActualDistance;
Victim = i;
}
}
}
}
}
return Victim;
}

void SetClientViewAngles(int Client)
{
float* Angles = VectorToAngles(GetVec(Client, GetNearestPlayer(Client));
Mem::WriteFloat(G_Entity(Client, 0x144), (float*)Angles, 3);
}
};



DVAR Dump

    
https://pastebin.com/AYEt195x



Asset Dumps

Visions

    
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



Models

    
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



Last edited by Sticky ; 07-22-2014 at 03:17 PM. Reason: Added Notorious's Scripts

The following 11 users say thank you to Sticky for this useful post:

A Friend, Ethan, HiTeqHaxa, Maty360414, Notorious, OLDSCHOOLMODZHD, RouletteBoi, RTE, Swaqq, Swiss
07-23-2014, 07:34 PM #20
Sticky
Mary J Wannnnna
Originally posted by SC58 View Post
It's the rpc, Plus it stupid to use a rpc in a srpx when u really don't need it lol

You can call function with function address and TOC and few other thing's it not hard tryed it out yesterday to see if it really worked

plus alot of code's in this post are badly codded tbh if your trying to make a sprx i would try make your own instead of C&P or fix it up abit as im sure there is all ready C&P

I do it the same way you do xD now i see why you said "ewww to sprx rpc"
07-24-2014, 05:58 AM #21
Shark
Retired.
Originally posted by Sticky View Post
Hello NextGenUpdate members, I see Mango is the only person who has a thread containing a lot of stuff for COD : Ghosts. The reason I am making this thread is because his is a bit messy and there are some incorrect things in there! Feel free to post anything you'd like below whether it be addresses, offsets, scripts or asset dumps to start us off I will provide some research! I will also add more stuff as it comes around. :cheers:

IF ANYTHING IS INCORRECT DO NOT HESITATE TO TELL ME AND I WILL FIX!

Addresses and Offsets

Playerstate (By seb5594)
    
Playerstate - 0xF44980
Interval - 0x3700

//C++ Code
unsigned int Playerstate(int Client, unsigned int Mod = 0)
{
return 0xF44980 + (Client * 0x3700) + Mod;
}

//C# Code
public static uint Playerstate(int Client, uint Mod = 0)
{
return 0xF44980 + ((uint)Client * 0x3700) + Mod;
}

//Playerstate Offsets
ClientName - 0x309C (32 chars)(string)
ClientClanTag - 0x310E (4 chars)(string)
InGameScore - 0x3150 (Int16)
InGameKills - 0x3153 (Int16)
InGameDeaths - 0x3155 (Int16)
InGameAssists - 0x3157 (Int16)
InGameCaptures - 0x3159 (Int16)
ClientTeam - 0x3063 (1 char)(byte)
Client_mFlags - 0x331F (1 char)(byte)
ClientOrigin - 0x1C (12 bytes)(float)
ClientAngles - 0x64 (12 bytes)(float)
ClientPrimaryAmmo - 0x558 (Int32)(4 bytes)
ClientSecondaryAmmo - 0x568 (Int32)(4 bytes)
ClientLethalAmmo - 0x538 (Int32)(4 bytes)
ClientTacticalAmmo - 0x548 (Int32)(4 bytes)
ClientPrimaryAkimbo - 0x341 (1 char)(byte)
ClientSecondaryAkimbo - 0x351 (1 char)(byte)
ClientUAV - 0x3165 (1 char)(byte)
ClientRedBoxes - 0x13 (1 char)(byte)
ClientFriction - 0xE (1 char)(byte)
ClientSpeed - 0x3050 (1 char)(byte)
ClientLag - 0x2F9F (1 char)(byte)
ClientButtonMonitoring - 0x3330 (Int32)(4 bytes)




G_Entity (By seb5594)
    
G_Entity - 0xE04980
Interval - 0x280

//G_Entity Offsets
EntityHealth - 0x1A8 (Int32)(4 bytes)
EntityOrigin - 0x138 (12 bytes)(float)
EntityAngles - 0x144 (12 bytes)(float)
EntityModel - 0x171 (1 char)(byte)


Function Addresses (By seb5594)
    
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)


Non-Host (By seb5594)
    
No Recoil - 0x588AE4 (Enable: 0x60, 0x00, 0x00, 0x00 | Disable: 0x4B, 0xB9, 0x7D, 0xCD)
Laser - 0x698A3B (Enable: 0x01 | Disable: 0x00)
No Spread - 0x12160F (Enable: 0x00 | Disable: 0x02)
Wallhack - 0x16ABA0 (Enable: 0x38, 0xC0, 0x00, 0x08 | Disable: 0x63, 0xA6, 0x00, 0x00)
UAV - 0x140A8F (Enable: 0x01 | Disable: 0x00)
Advanced UAV - 0x140A78 (Enable: 0x01 | Disable: 0x00)
Chrome Players - 0x47895B (Enable: 0x01 | Disable: 0x00)
Red Boxes - 0x149174 (Enable: 0x60, 0x00, 0x00, 0x00 | Disable: 0x41, 0x82, 0x00, 0x0C)



Anti-Ban (By -VIRUS-)
    
0x6FFB2F Byte 0x00
0x6FFB33 Byte 0x00
0x6FFB37 Byte 0x00
0x6FEE27 Byte 0x00
0x6FD88B Byte 0x00
0x6FD88F Byte 0x00




Scripts

C#

Server Details (By Mango_Knife)
    
private String ReturnInfos(Int32 Index)
{
return Encoding.ASCII.GetString(PS3.GetBytes(0x1072868, 0x100)).Replace(@"\", "|").Split('|'Winky Winky[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(1Cool Man (aka Tustin);
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


SV_GameSendServerCommand (By Sticky)
    
public static void SV_GameSendServerCommand(int Client, int Type, string Command)
{
RPC.Call(0x005720C0, new object[] { Client, Type, Command });
}




C++

Get Player Name (Notorious)
    
static const char* getClientName(int clientIndex)
{
const char* Name = ReadString(0xF47A1C + ((unsigned int)clientIndex * 0x3700));
if (Name != std::string::empty)
return Name;
return "Not Connected";
}


Get Active Clients (Notorious)
    
static int RetrievePlayerCount()
{
int ActiveClients = 0;
for (int i = 0; i <= 11; i++)
{
unsigned int read = *(unsigned int*)Playerstate(i);
if (read != 0)
ActiveClients++;
}
return ActiveClients;
}


Button Monitoring (By Sticky)
    
int intArray[100];
int* ReadInt(int address, int length)
{
for (int i = 0; i < length; i++)
{
intArray[i] = *(int*)(address + (i * 0x04));
}
return intArray;
}

namespace Buttons
{
int
X = 262144,
Square = 805306368,
L1 = 526336,
L2 = 8388608,
L3 = 35651584,
R1 = 16777216,
R2 = 4194304,
R3 = 67108868;
};

bool ButtonPressed(int Client, int Button)
{
if (*(int*)Mem::ReadInt(0xF47CB0 + (Client * 0x3700), 1) == Button)
return true;
else return false;
}


In Game Keyboard (By Sticky)
    
char* ReadString(int address)
{
return (char*)(address);
}

int ReadInt(int address)
{
return *(int*)address;
}

char* Keyboard(char* Title = "", char* PresetText = "", int MaxLength = 64)
{
RPC::CALL(6, 0x3652A8, 0, Title, PresetText, MaxLength, 0, 0xa69578, 0xa7011Cool Man (aka Tustin);
while (Mem::ReadInt(0xA8CD64) != 0)
continue;
return Mem::ReadString(0x29F0E22);
}


Fair Aimbot (By Sticky)
    
#include <math.h>
int ReadInt(int address)
{
return *(int*)address;
}
int CheckTeam(int Client)
{
return Mem::ReadInt(Playerstate(Client, 0x2F60));
}

bool CheckIfLiving(int Client)
{
return Mem::ReadInt(G_Entity(Client, 0x1ACool Man (aka Tustin)) > 0 && Mem::ReadInt(G_Entity(Client, 0x1ACool Man (aka Tustin)) < 100 && Mem::ReadInt(Playerstate(Client, 0x2E80)) != 1;
}

namespace Aimbot
{
struct Vec3
{
float x, y, z;
};

Vec3 GetPlayerOrigin(int Client)
{
Vec3 vec;
for(int i = 0, f = 0; i < 3; i++, f += 4)
{
(&vec.x)[i] = *(float*)(Playerstate(Client)) + (0x1C+f);
}
return vec;
}

Vec3 GetDifference(Vec3 numArray, Vec3 numArray2)
{
Vec3 Difference;
Difference.x = (numArray2.x - numArray.x);
Difference.y = (numArray2.y - numArray.y);
Difference.z = (numArray2.z - numArray.z);
return Difference;
}

Vec3 GetVec(int Client, int OtherClient)
{
Vec3 numArray = GetPlayerOrigin(Client);
Vec3 numArray2 = GetPlayerOrigin(OtherClient);
Vec3 numArray3 = GetDifference(numArray, numArray2);
return numArray3;
}

float* VectorToAngles(Vec3 Angles)
{
float num2;
float num3;
Vec3 numArray;
if ((Angles.y == 0) && (Angles.x == 0))
{
num2 = 0;
if (Angles.z > 0)
num3 = 90;
else
num3 = 270;
}
else
{
if (Angles.x != -1)
num2 = (float)((atan2((double)Angles.y, (double)Angles.x) * 180.0) / 3.1415926535897931);
else if (Angles.y > 0)
num2 = 90;
else
num2 = 270;
if (num2 < 0)
num2 += 360;
float num = (float)sqrt((double)((Angles.x * Angles.x) + (Angles.y * Angles.y)));
num3 = (float)((atan2((double)Angles.z, (double)num) * 180.0) / 3.1415926535897931);
if (num3 < 0)
num3 += 360;
}
numArray.x = -num3;
numArray.y = num2;
numArray.z = 0;
float* output;
output[0] = numArray.x;
output[1] = numArray.y;
output[2] = numArray.z;
return output;
}

float Get3dDistance( Vec3 c1, Vec3 c2 )
{
float dx = c2.x - c1.x;
float dy = c2.y - c1.y;
float dz = c2.z - c1.z;

return sqrt((float)(dx * dx + dy * dy + dz * dz));
}

int GetNearestPlayer(int Client)
{
int Victim = 0;
float MaxDistance = 0xFFFFFFFFFFFFFFFF;

for (int i = 0; i < 12; i ++)
{
float ActualDistance = Get3dDistance(GetPlayerOrigin(Client), GetPlayerOrigin(i));

if ((i != Client))
{
if(CheckTeam(i) != CheckTeam(Client))
{
if (CheckIfLiving(i))
{
if (ActualDistance < MaxDistance)
{
MaxDistance = ActualDistance;
Victim = i;
}
}
}
}
}
return Victim;
}

void SetClientViewAngles(int Client)
{
float* Angles = VectorToAngles(GetVec(Client, GetNearestPlayer(Client));
Mem::WriteFloat(G_Entity(Client, 0x144), (float*)Angles, 3);
}
};



DVAR Dump

    
https://pastebin.com/AYEt195x



Asset Dumps

Visions

    
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



Models

    
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
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why are you using the in-game keyboard function why not just use the actual keyboard function the real one :3, you can customize everything in it and you dont need no rpc... :p

The following user thanked Shark for this useful post:

SC58
07-24-2014, 06:12 AM #22
Originally posted by Shark View Post
why are you using the in-game keyboard function why not just use the actual keyboard function the real one :3, you can customize everything in it and you dont need no rpc... :p


stop saying rpc u dense. Rpc is like PC -> PS3 ^^
07-24-2014, 11:31 AM #23
Swaqq
Professional Thanker
Now the question is how do u call the real keyboard? O_o

Originally posted by Shark View Post
why are you using the in-game keyboard function why not just use the actual keyboard function the real one :3, you can customize everything in it and you dont need no rpc... :p
07-24-2014, 12:34 PM #24
SC58
Former Staff
Originally posted by Bad
stop saying rpc u dense. Rpc is like PC -> PS3 ^^


LOOOOL Your the one who made a RPC for sprx lol guess you couldn't take much more of your time and learn asm and how to call a function with just its address and toc no rpc needed lol
07-24-2014, 12:53 PM #25
Winter
Purple God
Originally posted by SC58 View Post
LOOOOL Your the one who made a RPC for sprx lol guess you couldn't take much more of your time and learn asm and how to call a function with just its address and toc no rpc needed lol


Why are you always such a asshole?
07-24-2014, 12:58 PM #26
Winter
Purple God
Originally posted by NGU View Post
Now the question is how do u call the real keyboard? O_o


syscalls Needa
07-24-2014, 01:07 PM #27
Winter
Purple God
Originally posted by SC58 View Post
LOOOOL Your the one who made a RPC for sprx lol guess you couldn't take much more of your time and learn asm and how to call a function with just its address and toc no rpc needed lol


If you're saying it's so simple, why don't you release it? Because in my perspective I see no proof that you can do what you claim to do.
07-24-2014, 01:21 PM #28
Swaqq
Professional Thanker
lol Winter BadLuckBrian found it and so did Sticky...
Originally posted by Winter View Post
If you're saying it's so simple, why don't you release it? Because in my perspective I see no proof that you can do what you claim to do.

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