PS3 [SPRX/1.40] Forgotten V1 RELEASE!

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RealCFW

Avid Poster
Determined Poster
Active Member
Sep 12, 2016
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Hello CC,
fe229efa9cb35bb7b9655a3849e36a0a.png

Hello CC, Today I'm releasing a COD4 non-host sprx menu.
Hope you enjoy!
yIlcNgV.png


Structs:
Code:
struct sWeapon
{
char WeaponShader[64];//Weapon Shader
};
struct Material
{
sWeapon * sWeapon;
};
typedef struct
{
int state; //0x0000
char _0x04[0x1C]; //0x0004
int type; //0x0020
char _0x24[0x14]; //0x0024
int *IP[4]; //0x0038
char _0x3C[0x2124C]; //0x003C
char *name; //0x21288
char _0x2128C[0x81A00]; //0x2128C
//size: 0xA2C8C
}client_t;

struct CWeaponInfo
{
char* ViewMode; //0000
char unknown1[216];
char* WeaponFx; //00DC
};

typedef struct
{
char _0x0000[0x4]; //0x0000
CWeaponInfo* WeaponInfo; //0x0004
char _0x0008[0x30]; //0x0008
char *Name; //0x0038
char _0x003C[0x8]; //0x003C
//size: 0x0044
}weaponinfo_t, *pWeaponinfo_t;

struct weapDef
{
char _0x0000[0x12C]; //0x0000
weapType_t weapType; //0x012C
int weapClass; //0x0130
int penetrateType; //0x0134
char _0x0138[0x3E0]; //0x0138
Material *sWeapon_t; //0x0518
int killIconRatio; //0x051C
int flipKillIcon; //0x0520
char _0x0524[0x64]; //0x0524
weapProjExposion_t projExplosion; //0x0588
char _0x058C[0x20]; //0x058C
int timedDetonation; //0x05AC
char _0x05B0[0x16C]; //0x05B0
float fAdsSpread; //0x071C
char _0x0720[0xEC]; //0x0720
float fMinDamageRange; //0x080C
};

typedef struct
{
int ServerTime; //0x0000
int buttons; //0x0004
int ViewAngles[3]; //0x0008
char weaponindex; //0x0014
char offhand; //0x0015
char forwardmove; //0x0016
char sidemove; //0x0017
char pad[0x8]; //0x0018
//size: 0x0020
} usercmd_s;

typedef struct
{
char _0x0000[0x8]; //0x0000
int Width; //0x0008
int Height; //0x000C
char _0x0010[0x10]; //0x0010
char GameType[0x04]; //0x0020
char _0x0024[0x1C]; //0x0024
char HostName[0x10]; //0x0040
char _0x0050[0xF0]; //0x0050
int MaxClients; //0x0140
char _0x0144[0x04]; //0x0144
char MapName[0x40]; //0x0148
char _0x014C[0x3D18]; //0x014C
//size: 0x3E64
}cgs_s, *pcgs_s;

typedef struct
{
char _0x0000[0x88]; //0x0000
Vector3 BaseAngles; //0x0088
char _0x0094[0x2549C]; //0x0094
Vector3 ViewAngles; //0x25530
int serverId; //0x2553C
char _0x25540[0x40010]; //0x25540
usercmd_s UserCommands[128]; //0x65550
int CommandNumber; //0x66550
} ClientActive_s, *pclientActive_s;

typedef struct
{
short CurrentVaild; //0x0000
short ItemValid; //0x0002
char _0x0004[0x16]; //0x0004
Vector3 Origin; //0x001C
Vector3 Angles; //0x0028
char _0x0034[0x40]; //0x0034
int otherEntityNum; //0x0074
int otherEntityNum2; //0x0078
char _0x007C[0xC]; //0x007C
int Item; //0x0088
char _0x008C[0x34]; //0x008C
int clientNum; //0x00C0
int eType; //0x00C4
int eFlags; //0x00C8
char _0x00CC[0x70]; //0x00CC
int groundEntityNum; //0x013C
char _0x0140[0x8]; //0x0140
int pickupId; //0x0148
char _0x014C[0x38]; //0x014C
int Weapon; //0x0184
char _0x0188[0x2C]; //0x0188
char Alive; //0x01B4
char _0x01B8[0x18]; //0x01B8
//size: 0x01D0
}Centity_s, *pCentity_s;

typedef struct
{
char _0x0000[0xC]; //0x0000
char Name[0x20]; //0x000C
int team; //0x002C
char _0x0030[0xC]; //0x0030
short perks[2]; //0x003C
char Clan; //0x0040
char _0x0044[0x1E7]; //0x0044
int isAiming; //0x022C
char _0x0230[0x1CC]; //0x0230
Vector3 playerAngles; //0x03FC
char _0x0408[0xE0]; //0x0408
//size: 0x04E4
} ClientInfo_t;

typedef struct
{
int x; //0x0000
int y; //0x0004
int Width; //0x0008
int Height; //0x000C
Vector2 Fov; //0x0010
Vector3 Origin; //0x0018
Vector3 ViewAxis[3]; //0x0024
//size: 0x0048
} refdef_s;

typedef struct
{
int time; //0x0000
char _0x0004[0xF4]; //0x0004
float fWeaponPosFrac; //0x00F8
char _0x00FC[0x10]; //0x00FC
Vector3 ViewAngles; //0x010C
//size: 0x0118
} playerState_s;

typedef struct
{
int snapFlags; //0x0000
int ping; //0x0004
int serverTime; //0x0008
char _0x000C[0x2F68]; //0x000C
int entities; //0x2F78
int numEntities; //0x2F7C
} Snapshot_t;


typedef struct
{
int clientNum; //0x0000
char _0x0004[0x1C]; //0x0004
Snapshot_t *Snap; //0x0020
Snapshot_t *NextSnap; //0x0024
char _0x0028[0xC]; //0x0028
int time; //0x0034
char _0x0038[0x148]; //0x0038
float Health; //0x0180
char _0x0184[0x4]; //0x0184
float MaxHealth; //0x0188
char _0x018C[0x43FB4]; //0x018C
int renderingThirdPerson; //0x44140
playerState_s pps; //0x44144
char _0x4425C[0x514]; //0x4425C
float spreadMultiplier; //0x44770
char _0x44774[0x2B54]; //0x44774
refdef_s refdef; //0x472C8
char _0x47310[0x4050]; //0x47310
Vector3 refdefViewAngles; //0x4B360
char _0x4B36C[0x29B4]; //0x4B36C
Vector2 gunAngles; //0x4DD20
char _0x4DD2C[0x9AB40]; //0x4DD28
ClientInfo_t clientInfo[18]; //0xE8868
char _0xEE070[0x55C]; //0xEE070
float aimSpreadScale; //0xEE5CC
char pad10[0x88]; //0xEE5D0
//size: 0xEE658
}cg_s, *pcg_s;

//WeaponInfo_t = 0x1022C7E4;
//cgArray_s = 0x1022C7DC;
//clientActive_s = 0x10267CE0;
//centity_s = 0x1022C7F4;
//cgState_s = 0x1022C7E0;
Functions:
Code:
namespace adresses
{
int UI_ClanKeyboard_a = 0x026F5BC;
int Trace_GetEntityHitID_a = 0x157F30;
int cBuff_AddText_a = 0x15EC18;
int Dvar_GetBool_a = 0x1D4F10;
int AimTarget_GetTagPos_a = 0x015100;
int SL_GetStringOfSize_a = 0x17FD28;
int Atan_a = 0x3596D0;
int CG_LocationalTrace_a = 0x79098;
int Dvar_GetString_a = 0x1D4E48;
int BG_GetSpreadForWeapon_a = 0x29DD8;
int BG_GetWeaponDef_a = 0x29978;
int CG_GoodRandomFloat_a = 0x6FF28;
int BG_GetSurfacePenetrationDepth_a = 0x298E8;
int BG_AdvanceTrace_a = 0x2CC28;
int BulletTraceO_a = 0x71370;
int Sys_Milliseconds_a = 0x257938;
int R_AddCmdDrawStretchPicRotateXY_a = 0x30F780;
int R_RegisterFont_a = 0x2F6C60;
int Material_RegisterHandle_a = 0x3076F8;
int R_AddCmdDrawText_a = 0x30DF20;
int R_AddCmdDrawStretchPic_a = 0x30F158;
int R_AddCmdDrawTextWithEffects_a = 0x30DCF0;
int R_TextWidth_a = 0x2F6E68;
int R_TextHeight_a = 0x2F6C50;
int R_NormalizedTextScale_a = 0x2F6C00;
}
Controls:
OPEN MENU - DPAD UP + R3
SCROLL UP / DOWN - DPAD UP / DPAD DOWN
CLOSE - R3
SELECT - SQUARE


Video showcase:


Download:
cod4_Forgotten_V1

Credits: TheGreenPlanet for everything
yIlcNgV.png
, kokole for his original "Perfect Autowall" code and Mr.Hankey for his "Movement Correction" source code.
RealCFW me for posting it.
 
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