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PS3 More leech stuff BLUS

Aki_FINx

Member
PED* GET_PED_POINTER(Ped ped)
{
POOL *pool = *(POOL**)(PED_POOL_ADDRESS);
return (PED*)(pool->FirstPointer + ((ped / 0x100) * pool->StructSize));
}
#define PED_POOL_ADDRESS 0x100ACBC
#define VEHICLE_POOL_ADDRESS 0x15C26D0
typedef struct
{
int FirstPointer;
int BoolAddress;
int MaxHandle;
int StructSize;
int unk1;
int HandlesInPool;
}POOL;

//kick
int kick = (int)getGlobalPtrAtIndex(18) + 0x29C;
*(int*)(kick) = (*(int*)(kick) == i) ? -1 : i;

//suggest
uint random;
GENERATE_RANDOM_INT_IN_RANGE(0, 14, &random);
int add = (int)getGlobalPtrAtIndex(18);
*(int*)(add + 0x294) = random;

//attach ped to player undetected
Ped AttachPed = SpawnPed(MODEL_M_M_CRACKHEAD, x, y, z);
int NetPedPtr = (int)GET_PED_POINTER(NetPed);
int AttachPedptr = (int)GET_PED_POINTER(AttachPed);
*(int*)(AttachPedptr + 0x1E0) = 0x00000305;
*(int*)(AttachPedptr + 0x1BC) = NetPedPtr;

//sync freeze
float x, y, z;
GET_CHAR_COORDINATES(NetPed, &x, &y, &z);
int address = *(int*)(GET_PED_POINTER(pPed) + 0x64);
int tmp = *(int*)(address + 0x10);
*(int*)(address + 0x10) = 0;
TELEPORT_NETWORK_PLAYER(GET_PLAYER_ID(), x, y, z);
WAIT(100);
*(int*)(address + 0x10) = tmp;

//sprx send damage event
opd_s DamagePlayer_t = { 0x7F8050, 0xF6CCE8 };
int(*DamagePlayer)(int a1, int MyPedPtr, int VictimPedPtr, int* Pos, int a5, int Headshot, int a7, int Weapon, int a9) = (int(*)(int, int, int, int*, int, int, int, int, int))&DamagePlayer_t;

void DAMAGE_EVENT(Native_s *Native)
{
DamagePlayer(0x1737FAC, *(int*)(Native->dwParamAddr), *(int*)(Native->dwParamAddr + 0x4), *(int**)(Native->dwParamAddr + 0x8), 0xC, 1, 0, 0x10, 0);
}

//How to use
PED *MyPtr = GET_PED_POINTER(pPed);
PED *VictimPtr = GET_PED_POINTER(NetPed);
vector3 Pos;
GET_PED_BONE_POSITION(NetPed, BONE_HEAD, 0, 0, 0, &Pos);
DAMAGE_EVENT((int)MyPtr, (int)VictimPtr, (int*)&Pos);

//sprx send ragdoll event
opd_s Ragdoll_t = { 0x7F7C50, 0xF6CCE8 };
int(*Ragdoll)(int, int NetID) = (int(*)(int, int))&Ragdoll_t;

void RAGDOLL_PLAYER(Native_s *Native)
{
Ragdoll(0x1737FAC, *(int*)(Native->dwParamAddr));
}

//How to use
int NetID;
GET_NETWORK_ID_FROM_PED(NetPed, &NetID);
RAGDOLL_PLAYER(NetID);

//Get handle of the ped you're free aiming at
Ped GET_HANDLE_FROM_TARGETTED_PED()
{
Ped ped;
GET_PLAYER_CHAR(GET_PLAYER_ID(), &ped);
PED *PedPtr = GET_PED_POINTER(ped);
int address = *(int*)(PedPtr + 0x21C);
address = *(int*)(address + 0x54);
address = *(int*)(address + 0x8);
if (address)
{
POOL* PedPool = *(POOL**)(PED_POOL_ADDRESS);
address = *(int*)(address + 0x30);
if (address >= PedPool->FirstPointer && address <= PedPool->FirstPointer + (PedPool->StructSize * PedPool->MaxHandle))
return GET_HANDLE_FROM_PED_POOL((PED*)address);
}
return 0;
}

Ped GET_HANDLE_FROM_PED_POOL(PED *Pointer_Address)
{
POOL *pedpool = *(POOL**)(PED_POOL_ADDRESS);
return GET_HANDLE_FROM_POOL(pedpool, (int)Pointer_Address);
}

int GET_HANDLE_FROM_POOL(POOL* pool, int Pointer_Address)
{
const int Index = (Pointer_Address - pool->FirstPointer) / pool->StructSize;
return (Index * 0x100) + *(byte*)(pool->BoolAddress + Index);
}

//Vehicle velocity limit (requires you to spawn car again after changing value)
int address = *(int*)(0x15C2A28);
if (address)
{
address = *(int*)(address + 0x38);
address = *(int*)(address + 0x9C);
address = *(int*)(address + 0x4);
*(float*)(address + 0x28) = FloatValue;
}

//Color palette
typedef struct
{
int Colours[134];
}VEHICLE_COLOURS;

float Colour_X = 0.0666458f;
float Colour_Y = 0.325f;

VEHICLE_COLOURS* Colours = (VEHICLE_COLOURS*)(0x1164128);

for (int i = 1; i < 134; i++)
{
if (bits->Vehicle.PaletteIndex == i)
DRAW_RECT(Colour_X, Colour_Y, 0.03025f, 0.03025f, 255, 255, 255, 255);

int address = (int)&Colours->Colours;

DRAW_RECT(Colour_X, Colour_Y, 0.025f, 0.025f, *(byte*)(address + 1), *(byte*)(address + 2), *(byte*)(address + 3), 255);
Colour_X += 0.028125f;
if (i % 7 == 0){
Colour_X = 0.0666458f;
Colour_Y += 0.028125f;
}
}

if (IS_BUTTON_JUST_PRESSED(0, BUTTON_X))
{
vehicle = GetPlayerVehicle();
if (vehicle != -1)
{
int Colour_1;
int Colour_2;
GET_CAR_COLOURS(vehicle, &Colour_1, &Colour_2);
CHANGE_CAR_COLOUR(vehicle, bits->Vehicle.PaletteIndex, Colour_2);
}
}

//Grab cars like in singleplayer
if (IS_BUTTON_PRESSED(0, BUTTON_L1))
{
Ped MyPed = pPed;
PED* PedPtr = GET_PED_POINTER(MyPed);
if (PedPtr->NumOfTouchedEntities)
{
VEHICLE* VehPtr = (VEHICLE*)(PedPtr->TouchedEntityPtr); //TouchedEntityPtr offset 0x150
POOL* Pool = GET_VEHICLE_POOL_ADDRESS();

int MaxSize = (int)(Pool->FirstPointer) + ((Pool->MaxHandle - 1) * Pool->StructSize);
int FirstPtr = (int)(Pool->FirstPointer);

bool BelongsToVehiclePool = (int)(VehPtr) >= FirstPtr && (int)(VehPtr) <= MaxSize;

if (VehPtr && BelongsToVehiclePool)
{
int Type = VehPtr->Type; //Type offset 0x12E4
if (Type >= 0 && Type <= 4)
{
Vehicle Handle = GET_HANDLE_FROM_POOL(Pool, (int)VehPtr);
if (Handle)
{
UNLOCK_RAGDOLL(MyPed, 1);
SWITCH_PED_TO_RAGDOLL(MyPed, 50000, 9999000, 1, 1, 1, 0);

CREATE_NM_MESSAGE(1, 161);

SET_NM_MESSAGE_INSTANCE_INDEX(177, 0, Handle, 0);

SET_NM_MESSAGE_VEC3(165, -1.0f, 1.0f, 0.5f);
SET_NM_MESSAGE_VEC3(166, -1.0f, 0.0f, 0.5f);
SET_NM_MESSAGE_VEC3(167, 0.0f, 1.0f, 0.5f);
SET_NM_MESSAGE_VEC3(168, 0.0f, 0.0f, 0.5f);

SET_NM_MESSAGE_BOOL(175, 1);
SET_NM_MESSAGE_BOOL(176, 1);
SET_NM_MESSAGE_BOOL(172, 1);
SET_NM_MESSAGE_BOOL(178, 1);
SET_NM_MESSAGE_FLOAT(164, -1.00000000);
SEND_NM_MESSAGE(MyPed);
}
}
}
}
}
if (IS_BUTTON_JUST_PRESSED(0, BUTTON_L2))
{
if (IS_PED_RAGDOLL(pPed))
{
UNLOCK_RAGDOLL(pPed, 0);
}
}

POOL *GET_VEHICLE_POOL_ADDRESS()
{
return *(POOL**)(VEHICLE_POOL_ADDRESS);
}

//Spectate cam like in gta race
Camera cam;
GET_GAME_CAM(&cam);
if (bits->Spectate)
{
SET_CAM_TARGET_PED(cam, pPed);
SET_IN_SPECTATOR_MODE(0);
SET_CAM_BEHIND_PED(pPed);
CAM_RESTORE();
SET_PLAYER_CONTROL(iPlayer, true);
SET_CHAR_VISIBLE(pPed, true);
DETACH_PED(pPed, true);
SET_CHAR_COLLISION(pPed, 1);
TELEPORT_NETWORK_PLAYER(iPlayer, 2635.00, 415, 79.00);
ToggleBool(bits->Spectate);
return;
}
if (IS_HOLY_GHOST(NetPlayerID)) return;
SET_PLAYER_CONTROL(iPlayer, false);
if (!IS_IN_SPECTATOR_MODE())
{
SET_IN_SPECTATOR_MODE(1);
}
SET_CAMERA_CONTROLS_DISABLED_WITH_PLAYER_CONTROLS(0);
SET_CINEMATIC_BUTTON_ENABLED(0);
ACTIVATE_SCRIPTED_CAMS(0, 0);
SET_CAM_TARGET_PED(cam, NetPed);


SET_CHAR_COLLISION(pPed, 0);
SET_CHAR_VISIBLE(pPed, 0);

ToggleBool(bits->Spectate);

//rejoin freemode lobby or restart lobby if you're real host, cant remember parameters, figure them out yourself
extern _native bool NETWORK_CHANGE_GAME_MODE_E1(int a1, int a2, int a3, int MaxTeamCount, int a5, int a6, int a7, int a8)l
if (IS_NETWORK_SESSION() && !IS_THIS_MACHINE_THE_SERVER())
{
*(byte*)(FAKE_HOST) = 1;
NETWORK_CHANGE_GAME_MODE_E1(16, 16, 16, 0, 1, 0, 1, 0);
}
 
Teleport weapon

typedef struct
{
byte Travelling : 8;
byte Hit : 8;
short unk_0x2 : 16;
int Weapon;
PED* Shooter;
int unk_0xC;
float x;
float y;
float z;
int unk_0x1C;
float x1;
float y1;
float z1;
int unk_0x2C;
float unk_0x30;
float unk_0x34;
float unk_0x38;
int unk_0x3C;
int TimeToTravel;
int unk_0x44;
int unk_0x48;
int unk_0x4C;
}SNIPER_BULLETS;

typedef struct
{
float unk_0x0;
float unk_0x4;
float unk_0x8;
int unk_0xC;
float x;
float y;
float z;
int unk_0x1C;
PED* Shooter;
int unk_0x24;
int unk_0x28;
int unk_0x2C;
}WEAPON_BULLETS;

typedef struct
{
float x;
float y;
float z;
int unk_0xC;
OBJECT* ObjectPtr;
int AmmoType;
int ProjectileType;
PED* Shooter;
int unk_0x20;
int TimeBeforeExplosion;
int EffectTime;
int unk_0x2C;
float unk_0x30;
float unk_0x34;
float unk_0x38;
int unk_0x3C;
int unk_0x40;
int unk_0x44;
int unk_0x48;
int unk_0x4C;
int unk_0x50;
int unk_0x54;
int unk_0x58;
int unk_0x5C;
int unk_0x60;
int unk_0x64;
int* CoordsPtr;
int unk_0x6C;
int unk_0x70;
int unk_0x74;
int unk_0x78;
int unk_0x7C;
int unk_0x80;
int unk_0x84;
int unk_0x88;
int unk_0x8C;
int unk_0x90;
int unk_0x94;
int unk_0x98;
int unk_0x9C;
int unk_0xA0;
int unk_0xA4;
int unk_0xA8;
int unk_0xAC;
float unk_0xB0;
float unk_0xB4;
float unk_0xB8;
int unk_0xBC;
int unk_0xC0;
int unk_0xC4;
int unk_0xC8;
int unk_0xCC;
}PROJECTILE;

Ped myped = pPed;
PED *MyPtr = GET_PED_POINTER(myped);
int WeaponSlot = MyPtr->Weapon.CurrentSlot;
int Weapon = MyPtr->Weapon.Slot[WeaponSlot].Weapon;
if (Weapon == WEAPON_SNIPERRIFLE || Weapon == WEAPON_M40A1)
{
SNIPER_BULLETS* Sniper = (SNIPER_BULLETS*)(0x1636BF0);
for (int i = 0; i < 8; i++)
{
SNIPER_BULLETS* Bullet = &Sniper;
if (Bullet->Shooter == MyPtr)
{
if (*(byte*)(0x1636BF0)) //Travelling
{
TELEPORT_NETWORK_PLAYER(iPlayer, Sniper->x, Sniper->y, Sniper->z);
if (!bits->Weapon.Has_Shot)
{
Bullet->TimeToTravel += 2000;
bits->Weapon.Has_Shot = 1;
}
}
else
{
bits->Weapon.Has_Shot = 0;
}
}
}
}
else if (WeaponSlot == WEAPON_SLOT_HEAVY || WeaponSlot == WEAPON_SLOT_THROWN)
{
PROJECTILE* Projectile = (PROJECTILE*)(0x15C5460);
for (int i = 0; i < 31; i++)
{
if (Projectile.Shooter == MyPtr)
{
Object handle = GET_HANDLE_FROM_OBJECT_POOL(Projectile.ObjectPtr);
if (!IS_OBJECT_ATTACHED(handle))
{
ATTACH_PED_TO_OBJECT(myped, handle, BONE_ROOT, 0, 0, 0, 99, 99, 0, 0);
}
}
}
}
else
{
int NumOfBullets = *(int*)(0x15CBE20);
if (NumOfBullets)
{
WEAPON_BULLETS* Ptr = *(WEAPON_BULLETS**)(0x15CBE24);
if (Ptr)
{
for (int i = 0; i <= NumOfBullets; i++)
{
WEAPON_BULLETS* Bullet = &Ptr;
if (Bullet->Shooter == MyPtr)
{
float h;
GET_CHAR_HEADING(myped, &h);
TELEPORT_NETWORK_PLAYER(iPlayer, Bullet->x, Bullet->y, Bullet->z);
SET_CHAR_HEADING(myped, h);
}
}
}
}
}
 
Nice work aki :), even tough i dont play this game anymore, ive always wondered how some of this shit works. If i do return def have to get myself stuck into some xex or maybe even sprx.
 
Nice work aki :), even tough i dont play this game anymore, ive always wondered how some of this shit works. If i do return def have to get myself stuck into some xex or maybe even sprx.
There's only 2 things in this release that require sprx. But yeah i got bored of iv too
 
General chit-chat
Help Users
  • @ QM|T_JinX:
    the fun you guys had as staff members joking around hahah
  • @ QM|T_JinX:
    did you speak to younis about maybe a plan or something to get this working again ?
  • @ God:
    I remember now it’s been a while you know lol but I remember you live in the Netherlands. You are a great Super Moderator bro as wel you are always active helping and trying to do what you can respect for you as well! I’m in the United States it’s 4:32pm here. What you going to do tonight?
  • @ QM|T_JinX:
    thanks bro appreciate that nothing mutch thinking about after the movie playing some red dead 2 almost have it on platinum haha
  • @ QM|T_JinX:
    so you thinking about become staff again or no great to have you back on here hto
  • @ QM|T_JinX:
    tho
  • @ God:
    That’s the truth I see I come on here often here lately, sometimes I don’t chat! But yes I really want to help out and do everything I can bring the site back like it should be bro! Maybe we could work something out, I think I have the resources and community to help
  • @ QM|T_JinX:
    yea i have seen you on here just like unbound and some others but they didnt stick haha yea would be great to see this site grow again like you said like it should be
  • @ God:
    We will see we gotta talk to the boss man Younis
  • @ QM|T_JinX:
    for sure haha well lets hope right
  • @ QM|T_JinX:
    i still think if there was a jailbreak for ps4 this site would have been back for sure
  • @ God:
    That would be awesome I’m sure it will happen before long, technology now a days is crazy! If we can work out a deal and plans I’ll be spreading the word and doing a lot to make it better more attractive and helpful fourms tips giveaways and all
  • @ God:
    I’ve been messing and working with trying to make great CSS for the names. Like Staff Premium news writer etc..
  • @ QM|T_JinX:
    ok so hows that going /
  • @ God:
    It’s going good. So we will see what happens and if the site can come back like it was or better
  • @ QM|T_JinX:
    nice yea lets hope
  • @ QM|T_JinX:
    im going to play some red dead it was great to have spoken to you bro nice to see you back on here
  • @ QM|T_JinX:
    hope you have a great night bro
  • @ God:
    It was good talking with you as well, you have a great night! We will talk later bro
    +1
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