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PS3 Leech code for sprx BLUS

Aki_FINx

Member
Contains Freeze car & boat, superlod & niko protection & printing who spawned, sometimes it prints when a car generator spawns something. Blocking some events and printing who did it. Have fun.

More formatted code here https://pastebin.com/sfBBZdxi


typedef unsigned int DWORD;

int ENTITY_LOAD_STUB(int r3, int a);
int GET_ENTITY_TYPE_STUB(int a1, int a2);
int EVENT_SPAM_FIX_STUB(int a1, int a2, int a3, int a4);
int ResurrectPrintStub(int a1, int a2, int a3, int a4, int a5);
int RemoveAllWeaponsStub(int a1, int a2, int a3, int a4, int a5);
int RemoveWeaponStub(int a1, int a2, int a3, int a4, int a5);
int RequestRagdollStub(int a1, int a2, int a3, int a4, int a5);


int EntityType = -1;
int Entity_PlayerID = 0;
bool Block = 0;

int GET_ENTITY_TYPE(int Entity, int a2)
{
EntityType = Entity;
return GET_ENTITY_TYPE_STUB(Entity, a2);
}

int EVENT_SPAM_FIX(int a1, int PlayerID, int a3, int a4)
{
Entity_PlayerID = PlayerID;
if (Block) {
Block = 0;
return 0;
}
return EVENT_SPAM_FIX_STUB(a1, PlayerID, a3, a4);
}

int ResurrectPrint(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried To resurrect you", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return ResurrectPrintStub(a1, a2, PlayerID, a4, a5);
}

int RemoveAllWeapons(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried To Remove All Your Weapons", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return RemoveAllWeaponsStub(a1, a2, PlayerID, a4, a5);
}

int RemoveWeapon(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried To Remove Your Weapon", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return RemoveWeaponStub(a1, a2, PlayerID, a4, a5);
}

int RequestRagdoll(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried to ragdoll you", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return RequestRagdollStub(a1, a2, PlayerID, a4, a5);
}

int ENTITY_LOAD_HOOK(int key, int a)
{
char buffer[100];
int isNetworkSession = *(int*)(0x10ABE30);
if (isNetworkSession)
{
switch (EntityType)
{
case 0:

break;

case 1: case 2:
if (key == MODEL_SUPERLOD || key == MODEL_PLAYER)
{
printf("%s Spawned Freeze Ped 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
sprintf(buffer, "%s Tried To Spawn A Freeze Ped %X", GET_PLAYER_NAME(Entity_PlayerID));
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
break;

case 3:

break;

case 4:
{
if (IS_THIS_MODEL_A_VEHICLE(key))
{
printf("%s Spawned Vehicle Object 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
sprintf(buffer, "%s Tried To Spawn A Vehicle Object", GET_PLAYER_NAME(Entity_PlayerID));
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
else if (key == OBJECT_WS_SUBLIGHT || key == OBJECT_NJ5_FIREPIP02 || key == OBJECT_CJ_WS_T_BASE_DAM || key == OBJECT_SUBLIGHT_MS || key == OBJECT_CJ_WALL_LIGHT_2)
{
printf("%s Spawned a lag object\n", GET_PLAYER_NAME(Entity_PlayerID));
EntityType = -1;
Block = 1;
return -1;
}
printf("%s Spawned Object %X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
break;
}

case 5:
if (key == VEHICLE_ANGEL || key == VEHICLE_DAEMON || key == VEHICLE_DIABOLUS
|| key == VEHICLE_INNOVATION || key == VEHICLE_LYCAN || key == VEHICLE_NIGHTBLADE
|| key == VEHICLE_REVENANT || key == VEHICLE_WAYFARER || key == VEHICLE_WOLFSBANE)
{
printf("%s Spawned A Freeze Bike 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
sprintf(buffer, "%s Tried To Spawn A Freeze Bike", GET_PLAYER_NAME(Entity_PlayerID));
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
break;

case 6:

break;

case 7:
if (key != VEHICLE_DINGHY && key != VEHICLE_JETMAX && key != VEHICLE_MARQUIS && key != VEHICLE_PREDATOR
&& key != VEHICLE_REEFER && key != VEHICLE_SQUALO && key != VEHICLE_TROPIC && key != VEHICLE_TUGA
&& key != VEHICLE_BLADE && key != VEHICLE_FLOATER && key != VEHICLE_SMUGGLER)
{
printf("%s Spawned A Freeze Boat 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);

sprintf(buffer, "%s Tried To Spawn A Freeze Boat %X", GET_PLAYER_NAME(Entity_PlayerID), key);
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
else if (key == VEHICLE_TUGA)
{
printf("%s Spawned A Tug\n", GET_PLAYER_NAME(Entity_PlayerID));
EntityType = -1;
Block = 1;
return -1;
}
break;

case 8:

break;

case 9:

break;

case 10:

break;

default:

break;
}
}
Block = 0;
EntityType = -1;
return ENTITY_LOAD_STUB(key, a);
}

int GET_ENTITY_TYPE_STUB(int a1, int a2)
{
__asm("li 3, 0");
}

int ENTITY_LOAD_STUB(int r3, int a)
{
__asm("li 3, 0");
}

int EVENT_SPAM_FIX_STUB(int a1, int a2, int a3, int a4)
{
__asm("li 3, 0");
}

int ResurrectPrintStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

int RemoveAllWeaponsStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

int RemoveWeaponStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

int RequestRagdollStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

extern "C" int _start()
{
*(int*)(0x404508) = 0x60000000; //patch Killzone
*(int*)(0x4046B0) = 0x60000000; //patch Killzone

HookFunctionStart(0x828DE0, (DWORD)GET_ENTITY_TYPE_STUB, (DWORD)GET_ENTITY_TYPE);
HookFunctionStart(0x24FF90, (DWORD)ENTITY_LOAD_STUB, (DWORD)ENTITY_LOAD_HOOK);
HookFunctionStart(0x83C8A0, (DWORD)EVENT_SPAM_FIX_STUB, (DWORD)EVENT_SPAM_FIX);
HookFunctionStart(0x7FCD38, (DWORD)ResurrectPrintStub, (DWORD)ResurrectPrint);
HookFunctionStart(0x7FCA78, (DWORD)RemoveAllWeaponsStub, (DWORD)RemoveAllWeapons);
HookFunctionStart(0x7FCB28, (DWORD)RemoveWeaponStub, (DWORD)RemoveWeapon);
HookFunctionStart(0x7FC238, (DWORD)RequestRagdollStub, (DWORD)RequestRagdoll);

*(int*)(0x3A3CF0) = 0x4E800020; //Remove shadows
*(int*)(0x3A3F40) = 0x4E800020; //Remove shadows
*(int*)(0x3A49E0) = 0x4E800020; //Remove shadows
*(int*)(0x3A4DA8) = 0x4E800020; //Remove shadows

*(int*)(0x8054B0) = 0x4E800020; //Block Resurrect
*(int*)(0x807758) = 0x4E800020; //Block remove all weapons
*(int*)(0x807830) = 0x4E800020; //Block remove weapons
*(int*)(0x80AC30) = 0x4E800020; //Block give weapons
*(int*)(0x8009D8) = 0x4E800020; //Block Ragdoll request

}
 
Last edited:
Precompiled sprx link in the description for dex only & not gonna make bles version. No black screen protection included because i didn't make it.
 
Precompiled sprx link in the description for dex only & not gonna make bles version. No black screen protection included because i didn't make it.
Each and every link must be protected within the Spoiler, respect the forum rules
 
Contains Freeze car & boat, superlod & niko protection & printing who spawned, sometimes it prints when a car generator spawns something. Blocking some events and printing who did it. Have fun.

More formatted code here https://pastebin.com/sfBBZdxi


typedef unsigned int DWORD;

int ENTITY_LOAD_STUB(int r3, int a);
int GET_ENTITY_TYPE_STUB(int a1, int a2);
int EVENT_SPAM_FIX_STUB(int a1, int a2, int a3, int a4);
int ResurrectPrintStub(int a1, int a2, int a3, int a4, int a5);
int RemoveAllWeaponsStub(int a1, int a2, int a3, int a4, int a5);
int RemoveWeaponStub(int a1, int a2, int a3, int a4, int a5);
int RequestRagdollStub(int a1, int a2, int a3, int a4, int a5);


int EntityType = -1;
int Entity_PlayerID = 0;
bool Block = 0;

int GET_ENTITY_TYPE(int Entity, int a2)
{
EntityType = Entity;
return GET_ENTITY_TYPE_STUB(Entity, a2);
}

int EVENT_SPAM_FIX(int a1, int PlayerID, int a3, int a4)
{
Entity_PlayerID = PlayerID;
if (Block) {
Block = 0;
return 0;
}
return EVENT_SPAM_FIX_STUB(a1, PlayerID, a3, a4);
}

int ResurrectPrint(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried To resurrect you", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return ResurrectPrintStub(a1, a2, PlayerID, a4, a5);
}

int RemoveAllWeapons(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried To Remove All Your Weapons", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return RemoveAllWeaponsStub(a1, a2, PlayerID, a4, a5);
}

int RemoveWeapon(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried To Remove Your Weapon", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return RemoveWeaponStub(a1, a2, PlayerID, a4, a5);
}

int RequestRagdoll(int a1, int a2, int PlayerID, int a4, int a5)
{
char buffer[100];
sprintf(buffer, "%s Tried to ragdoll you", GET_PLAYER_NAME(PlayerID));
printf("%s\n", buffer);
print(buffer);
return RequestRagdollStub(a1, a2, PlayerID, a4, a5);
}

int ENTITY_LOAD_HOOK(int key, int a)
{
char buffer[100];
int isNetworkSession = *(int*)(0x10ABE30);
if (isNetworkSession)
{
switch (EntityType)
{
case 0:

break;

case 1: case 2:
if (key == MODEL_SUPERLOD || key == MODEL_PLAYER)
{
printf("%s Spawned Freeze Ped 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
sprintf(buffer, "%s Tried To Spawn A Freeze Ped %X", GET_PLAYER_NAME(Entity_PlayerID));
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
break;

case 3:

break;

case 4:
{
if (IS_THIS_MODEL_A_VEHICLE(key))
{
printf("%s Spawned Vehicle Object 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
sprintf(buffer, "%s Tried To Spawn A Vehicle Object", GET_PLAYER_NAME(Entity_PlayerID));
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
else if (key == OBJECT_WS_SUBLIGHT || key == OBJECT_NJ5_FIREPIP02 || key == OBJECT_CJ_WS_T_BASE_DAM || key == OBJECT_SUBLIGHT_MS || key == OBJECT_CJ_WALL_LIGHT_2)
{
printf("%s Spawned a lag object\n", GET_PLAYER_NAME(Entity_PlayerID));
EntityType = -1;
Block = 1;
return -1;
}
printf("%s Spawned Object %X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
break;
}

case 5:
if (key == VEHICLE_ANGEL || key == VEHICLE_DAEMON || key == VEHICLE_DIABOLUS
|| key == VEHICLE_INNOVATION || key == VEHICLE_LYCAN || key == VEHICLE_NIGHTBLADE
|| key == VEHICLE_REVENANT || key == VEHICLE_WAYFARER || key == VEHICLE_WOLFSBANE)
{
printf("%s Spawned A Freeze Bike 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);
sprintf(buffer, "%s Tried To Spawn A Freeze Bike", GET_PLAYER_NAME(Entity_PlayerID));
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
break;

case 6:

break;

case 7:
if (key != VEHICLE_DINGHY && key != VEHICLE_JETMAX && key != VEHICLE_MARQUIS && key != VEHICLE_PREDATOR
&& key != VEHICLE_REEFER && key != VEHICLE_SQUALO && key != VEHICLE_TROPIC && key != VEHICLE_TUGA
&& key != VEHICLE_BLADE && key != VEHICLE_FLOATER && key != VEHICLE_SMUGGLER)
{
printf("%s Spawned A Freeze Boat 0x%X\n", GET_PLAYER_NAME(Entity_PlayerID), key);

sprintf(buffer, "%s Tried To Spawn A Freeze Boat %X", GET_PLAYER_NAME(Entity_PlayerID), key);
print(buffer);
EntityType = -1;
Block = 1;
return -1;
}
else if (key == VEHICLE_TUGA)
{
printf("%s Spawned A Tug\n", GET_PLAYER_NAME(Entity_PlayerID));
EntityType = -1;
Block = 1;
return -1;
}
break;

case 8:

break;

case 9:

break;

case 10:

break;

default:

break;
}
}
Block = 0;
EntityType = -1;
return ENTITY_LOAD_STUB(key, a);
}

int GET_ENTITY_TYPE_STUB(int a1, int a2)
{
__asm("li 3, 0");
}

int ENTITY_LOAD_STUB(int r3, int a)
{
__asm("li 3, 0");
}

int EVENT_SPAM_FIX_STUB(int a1, int a2, int a3, int a4)
{
__asm("li 3, 0");
}

int ResurrectPrintStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

int RemoveAllWeaponsStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

int RemoveWeaponStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

int RequestRagdollStub(int a1, int a2, int a3, int a4, int a5)
{
__asm("li 3, 0");
}

extern "C" int _start()
{
*(int*)(0x404508) = 0x60000000; //patch Killzone
*(int*)(0x4046B0) = 0x60000000; //patch Killzone

HookFunctionStart(0x828DE0, (DWORD)GET_ENTITY_TYPE_STUB, (DWORD)GET_ENTITY_TYPE);
HookFunctionStart(0x24FF90, (DWORD)ENTITY_LOAD_STUB, (DWORD)ENTITY_LOAD_HOOK);
HookFunctionStart(0x83C8A0, (DWORD)EVENT_SPAM_FIX_STUB, (DWORD)EVENT_SPAM_FIX);
HookFunctionStart(0x7FCD38, (DWORD)ResurrectPrintStub, (DWORD)ResurrectPrint);
HookFunctionStart(0x7FCA78, (DWORD)RemoveAllWeaponsStub, (DWORD)RemoveAllWeapons);
HookFunctionStart(0x7FCB28, (DWORD)RemoveWeaponStub, (DWORD)RemoveWeapon);
HookFunctionStart(0x7FC238, (DWORD)RequestRagdollStub, (DWORD)RequestRagdoll);

*(int*)(0x3A3CF0) = 0x4E800020; //Remove shadows
*(int*)(0x3A3F40) = 0x4E800020; //Remove shadows
*(int*)(0x3A49E0) = 0x4E800020; //Remove shadows
*(int*)(0x3A4DA8) = 0x4E800020; //Remove shadows

*(int*)(0x8054B0) = 0x4E800020; //Block Resurrect
*(int*)(0x807758) = 0x4E800020; //Block remove all weapons
*(int*)(0x807830) = 0x4E800020; //Block remove weapons
*(int*)(0x80AC30) = 0x4E800020; //Block give weapons
*(int*)(0x8009D8) = 0x4E800020; //Block Ragdoll request

}
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