{Request} Black Ops 1 Offsets For PC

FadedUnder

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Hi!, So Im Making a simple tool for black ops 1 but i only know how to grab the basic 3 addresses.
Primary's Ammo
Secondary's Ammo
Points

if anyone has a list with the offsets that would be brilliant
Thanks!
 

CF4_99

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Hi!, So Im Making a simple tool for black ops 1 but i only know how to grab the basic 3 addresses.
Primary's Ammo
Secondary's Ammo
Points

if anyone has a list with the offsets that would be brilliant
Thanks!
The best way to find offsets is to find them yourself. Use IDA and Cheat Engine.
 

AssumingAgate

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Hi!, So Im Making a simple tool for black ops 1 but i only know how to grab the basic 3 addresses.
Primary's Ammo
Secondary's Ammo
Points

if anyone has a list with the offsets that would be brilliant
Thanks!
i might make an offset list for this game, and maybe others aswell
 

AssumingAgate

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here is my struct for playerState_s aka g_client
it has most of the stuff that you can do for clients and getting near the end of it you will see the read and write name, you can edit client speed there

playerState struct
Code:
g_clients - 0x01C08B40
playerState_s size - 0x1D28

struct MantleState
{
	float yaw;
	int timer;
	int transIndex;
	int flags;
};

struct playerState_s
{
	int commandTime;
	int pm_type;
	char pad_0x0008[0x4];
	int pm_flags;
	int weapFlags;
	int otherFlags;
	int pm_time;
	int loopSoundId;
	int loopSoundFade;
	float origin[3];
	float velocity[3];
	int weaponTime;
	int weaponDelay;
	int weaponTimeLeft;
	char pad_0x0048[0x4];
	int weaponIdleTime;
	int grenadeTimeLeft;
	int throwBackGrenadeOwner;
	int throwBackGrenadeTimeLeft;
	int weaponRestrictKickTime;
	char pad_0x0060[0x14];
	int foliageSoundTime;
	int gravity;
	float leanf;
	int speed;
	float delta_angles[3];
	int groundEntityNum;
	char pad_0x0094[0x4];
	float vLadderVec[3];
	int jumpTime;
	float jumpOriginZ;
	int slideTime;
	int moveType;
	int legsTimer;
	int torsoTimer;
	short legsAnim;
	short torsoAnim;
	char pad_0x00C0[0x8];
	int damageTimer;
	int damageDuration;
	int dmgDirection;
	int dmgType;
	int corpseIndex;
	int movementDir;
	int eFlags;
	int eFlags2;
	short predictableEventSequence;
	short predictableEventSequenceOld;
	int predictableEvents[4];
	int predictableEventParms[4];
	short unpredictableEventSequence;
	short unpredictableEventSequenceOld;
	int unpredictableEvents[4];
	int unpredictableEventParms[4];
	int clientNum;
	int offHandIndex;
	int offhandSecondary;
	int offhandPrimary;
	char pad_0x0140[0x4];
	unsigned char weapon;
	unsigned char lastStandPrevWeapon;
	char pad_0x0146[0x2];
	int lastWeaponAltModeSwitch;
	int stowedWeapon;
	char pad_0x0150[0x4];
	int meleeWeapon;
	int weaponstate;
	int weaponstateLeft;
	int weaponShotCount;
	int weaponShotCountLeft;
	float fWeaponPosFrac;
	int adsDelayTime;
	int spreadOverride;
	int spreadOverrideState;
	float weaponSpinLerp;
	int viewmodelIndex;
	float viewangles[3];
	int viewHeightTarget;
	float viewHeightCurrent;
	int viewHeightLerpTime;
	int viewHeightLerpTarget;
	int viewHeightLerpDown;
	float viewAngleClampBase[2];
	float viewAngleClampRange[2];
	int stackFireCount;
	int damageEvent;
	int damageYaw;
	int damagePitch;
	int damageCount;
	char pad_0x01C4[0x270];
	float proneDirection;
	float proneDirectionPitch;
	float proneTorsoPitch;
	int viewlocked;
	int viewlocked_entNum;
	int vehiclePos;
	int vehicleType;
	int vehicleAnimBoneIndex;
	int linkFlags;
	float linkAngles[3];
	float groundTiltAngles[3];
	int cursorHint;
	int cursorHintString;
	int cursorHintEntIndex;
	int iCompassPlayerInfo;
	int radarTypeEnabled;
	int locationSelectionInfo;
	int sprintButtonUpRequired;
	int sprintDelay;
	int lastSprintStart;
	int lastSprintEnd;
	int sprintStartMaxLength;
	char pad_0x049C[0x8];
	int lastDtpEnd;
	float fTorsoPitch;
	float fWaistPitch;
	float holdBreathScale;
	int holdBreathTimer;
	float moveSpeedScaleMultiplier;
	MantleState mantleState;
	int vehicleAnimStage;
	int vehicleEntryPoint;
	int scriptedAnim;
	char pad_0x04D8[0x4];
	float meleeChargeYaw;
	int meleeChargeDist;
	int meleeChargeTime;
	int weapLockFlags;
	char pad_0x04EC[0x10];
	int perks;
	int actionSlotType[4];
	int actionSlotParam[4];
	char pad_0x0520[0x4];
	int weapAnim; 
	int weapAnimLeft;
	int aimSpreadScale;
	int shellshockIndex;
	int shellshockTime;
	int shellshockDuration;
	float dofNearStart;
	float dofNearEnd;
	float dofFarStart;
	float dofFarEnd;
	float dofNearBlur;
	float dofFarBlur;
	float dofViewmodelStart;
	float dofViewmodelEnd;
	char pad_0x055C[0xC];
	int adsZoomSelect;
	char pad_0x056C[0x4];
	unsigned char adsZoomLatchState;
	char pad_0x0571[0x7];
	float visionSetLerpRatio;
	int poisoned;
	int binoculars;
	char pad_0x0584[0x604];
	int deltaTime;
	char pad_0x0B8C[0xF14];
	char N000006A9[16];
	char nameRead[0x10];
	int maxHealth;
	char nameWrite[0x10];
	float moveSpeedScale;
	char pad_0x1AD8[0x60];
	char N000006CF[16];
	char pad_0x1B48[0x1E0];
};playerState_s * g_clients;
 

FadedUnder

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here is my struct for playerState_s aka g_client
it has most of the stuff that you can do for clients and getting near the end of it you will see the read and write name, you can edit client speed there

playerState struct
Code:
g_clients - 0x01C08B40
playerState_s size - 0x1D28

struct MantleState
{
    float yaw;
    int timer;
    int transIndex;
    int flags;
};

struct playerState_s
{
    int commandTime;
    int pm_type;
    char pad_0x0008[0x4];
    int pm_flags;
    int weapFlags;
    int otherFlags;
    int pm_time;
    int loopSoundId;
    int loopSoundFade;
    float origin[3];
    float velocity[3];
    int weaponTime;
    int weaponDelay;
    int weaponTimeLeft;
    char pad_0x0048[0x4];
    int weaponIdleTime;
    int grenadeTimeLeft;
    int throwBackGrenadeOwner;
    int throwBackGrenadeTimeLeft;
    int weaponRestrictKickTime;
    char pad_0x0060[0x14];
    int foliageSoundTime;
    int gravity;
    float leanf;
    int speed;
    float delta_angles[3];
    int groundEntityNum;
    char pad_0x0094[0x4];
    float vLadderVec[3];
    int jumpTime;
    float jumpOriginZ;
    int slideTime;
    int moveType;
    int legsTimer;
    int torsoTimer;
    short legsAnim;
    short torsoAnim;
    char pad_0x00C0[0x8];
    int damageTimer;
    int damageDuration;
    int dmgDirection;
    int dmgType;
    int corpseIndex;
    int movementDir;
    int eFlags;
    int eFlags2;
    short predictableEventSequence;
    short predictableEventSequenceOld;
    int predictableEvents[4];
    int predictableEventParms[4];
    short unpredictableEventSequence;
    short unpredictableEventSequenceOld;
    int unpredictableEvents[4];
    int unpredictableEventParms[4];
    int clientNum;
    int offHandIndex;
    int offhandSecondary;
    int offhandPrimary;
    char pad_0x0140[0x4];
    unsigned char weapon;
    unsigned char lastStandPrevWeapon;
    char pad_0x0146[0x2];
    int lastWeaponAltModeSwitch;
    int stowedWeapon;
    char pad_0x0150[0x4];
    int meleeWeapon;
    int weaponstate;
    int weaponstateLeft;
    int weaponShotCount;
    int weaponShotCountLeft;
    float fWeaponPosFrac;
    int adsDelayTime;
    int spreadOverride;
    int spreadOverrideState;
    float weaponSpinLerp;
    int viewmodelIndex;
    float viewangles[3];
    int viewHeightTarget;
    float viewHeightCurrent;
    int viewHeightLerpTime;
    int viewHeightLerpTarget;
    int viewHeightLerpDown;
    float viewAngleClampBase[2];
    float viewAngleClampRange[2];
    int stackFireCount;
    int damageEvent;
    int damageYaw;
    int damagePitch;
    int damageCount;
    char pad_0x01C4[0x270];
    float proneDirection;
    float proneDirectionPitch;
    float proneTorsoPitch;
    int viewlocked;
    int viewlocked_entNum;
    int vehiclePos;
    int vehicleType;
    int vehicleAnimBoneIndex;
    int linkFlags;
    float linkAngles[3];
    float groundTiltAngles[3];
    int cursorHint;
    int cursorHintString;
    int cursorHintEntIndex;
    int iCompassPlayerInfo;
    int radarTypeEnabled;
    int locationSelectionInfo;
    int sprintButtonUpRequired;
    int sprintDelay;
    int lastSprintStart;
    int lastSprintEnd;
    int sprintStartMaxLength;
    char pad_0x049C[0x8];
    int lastDtpEnd;
    float fTorsoPitch;
    float fWaistPitch;
    float holdBreathScale;
    int holdBreathTimer;
    float moveSpeedScaleMultiplier;
    MantleState mantleState;
    int vehicleAnimStage;
    int vehicleEntryPoint;
    int scriptedAnim;
    char pad_0x04D8[0x4];
    float meleeChargeYaw;
    int meleeChargeDist;
    int meleeChargeTime;
    int weapLockFlags;
    char pad_0x04EC[0x10];
    int perks;
    int actionSlotType[4];
    int actionSlotParam[4];
    char pad_0x0520[0x4];
    int weapAnim;
    int weapAnimLeft;
    int aimSpreadScale;
    int shellshockIndex;
    int shellshockTime;
    int shellshockDuration;
    float dofNearStart;
    float dofNearEnd;
    float dofFarStart;
    float dofFarEnd;
    float dofNearBlur;
    float dofFarBlur;
    float dofViewmodelStart;
    float dofViewmodelEnd;
    char pad_0x055C[0xC];
    int adsZoomSelect;
    char pad_0x056C[0x4];
    unsigned char adsZoomLatchState;
    char pad_0x0571[0x7];
    float visionSetLerpRatio;
    int poisoned;
    int binoculars;
    char pad_0x0584[0x604];
    int deltaTime;
    char pad_0x0B8C[0xF14];
    char N000006A9[16];
    char nameRead[0x10];
    int maxHealth;
    char nameWrite[0x10];
    float moveSpeedScale;
    char pad_0x1AD8[0x60];
    char N000006CF[16];
    char pad_0x1B48[0x1E0];
};playerState_s * g_clients;
thanks!
 
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