Welcome to Ramleague,

Ramleague - the best site for pinoy chat, games chat and mobiles chat,

Sign Up
  1. Hello guest Guest , Are you tired from Ads? to remove some ads you need to register and be active. :D

[Release] PointBlank Base Collections (Full Source Code)

Discussion in 'Point Blank Source Code & Tutorials' started by Mae, May 10, 2021.

  1. Mae
    No wonder you are gay.
    Staff Member Staff Admin Donator

    Mae
    Joined:
    Feb 9, 2015
    Gender:
    Female
    Posts:
    2,769
    Reputation:
    488
    Thanks:
    1,535
    Location:
    Bed? something wrong?
    In-Love
    United States
    None
    None
    Skype name: Mae
    None
    Fvkyou
    None

    PointBlank Base Collections (Full Source Code)

    Hi guys, how's everyone?. Since, I have stopped making cheats & hacks to every games, there's no use hiding my bases and sources >.<

    This might help you to create your own cheat. :)

    Please Login/Register to view links
     
    Kix and FierceKiller thanks this.
    • BE A GAMER - RAMLeague
  2. trishjhon Member
    Member Lvl1

    trishjhon
    Joined:
    Oct 31, 2018
    Gender:
    Male
    Posts:
    11
    Reputation:
    0
    Thanks:
    1
    thanks mae, and how to find address RaycastClosest ?
     
  3. FierceKiller
    No wonder you are gay.
    GXF Designer Member Lvl1

    FierceKiller
    Joined:
    Jun 9, 2015
    Gender:
    Male
    Posts:
    299
    Reputation:
    126
    Thanks:
    93
    Lurking
    Lemme try if i can release out of this. Thanks /gewd
     
  4. hakerflower Member
    Member Lvl1

    hakerflower
    Joined:
    Apr 14, 2018
    Gender:
    Male
    Posts:
    12
    Reputation:
    0
    Thanks:
    0
    Amused
    trank your mae ... soy tu seguidor desde 2013 mmm me gustaria que enseñes a nosotros tus segudores en cosas basicas. para pointblank...te amamos amigo gracias por todo ..
     
  5. Mae
    No wonder you are gay.
    Staff Member Staff Admin Donator

    Mae
    Joined:
    Feb 9, 2015
    Gender:
    Female
    Posts:
    2,769
    Reputation:
    488
    Thanks:
    1,535
    Location:
    Bed? something wrong?
    In-Love
    United States
    None
    None
    Skype name: Mae
    None
    Fvkyou
    None
    what?. english
     
  6. hakerflower Member
    Member Lvl1

    hakerflower
    Joined:
    Apr 14, 2018
    Gender:
    Male
    Posts:
    12
    Reputation:
    0
    Thanks:
    0
    Amused
    tranck you make ian fix. <3
     

    Attached Files:

  7. Mae
    No wonder you are gay.
    Staff Member Staff Admin Donator

    Mae
    Joined:
    Feb 9, 2015
    Gender:
    Female
    Posts:
    2,769
    Reputation:
    488
    Thanks:
    1,535
    Location:
    Bed? something wrong?
    In-Love
    United States
    None
    None
    Skype name: Mae
    None
    Fvkyou
    None
    Great job updating it. XD. It seems like it still works.
     
  8. hakerflower Member
    Member Lvl1

    hakerflower
    Joined:
    Apr 14, 2018
    Gender:
    Male
    Posts:
    12
    Reputation:
    0
    Thanks:
    0
    Amused
    In the last update things changed, the game does not work with i3dll
    and I would like to have a crc bypass (checksum) and call the address
     
  9. trishjhon Member
    Member Lvl1

    trishjhon
    Joined:
    Oct 31, 2018
    Gender:
    Male
    Posts:
    11
    Reputation:
    0
    Thanks:
    1
    help me visiblecheck without loadlib i3SceneDx.dll
    I3_PHYSIX_HIT_RESULT * RaycastClosest
     
  10. hakerflower Member
    Member Lvl1

    hakerflower
    Joined:
    Apr 14, 2018
    Gender:
    Male
    Posts:
    12
    Reputation:
    0
    Thanks:
    0
    Amused
    point blank is no longer using more dlls
    upload_2021-7-15_15-46-24.png



    i3dll
     
  11. trishjhon Member
    Member Lvl1

    trishjhon
    Joined:
    Oct 31, 2018
    Gender:
    Male
    Posts:
    11
    Reputation:
    0
    Thanks:
    1
    you have Raycast without i3dll?
    --- Last post, Jul 17, 2021, Original Post Date: Jul 16, 2021 ---
    PointBlank.exe+2D4080 - 55 - push ebp //idk this encrypt or not
    PointBlank.exe+2D4081 - 8B EC - mov ebp,esp
    PointBlank.exe+2D4083 - 51 - push ecx
    PointBlank.exe+2D4084 - C7 04 24 FFFF7F7F - mov [esp],7F7FFFFF { 2139095039 }
    PointBlank.exe+2D408B - FF 75 10 - push [ebp+10]
    PointBlank.exe+2D408E - FF 75 0C - push [ebp+0C]
    PointBlank.exe+2D4091 - FF 75 08 - push [ebp+08]
    PointBlank.exe+2D4094 - E8 07000000 - call PointBlank.exe+2D40A0 //PointBlank.exe+2D40A0 raycastClosest
    PointBlank.exe+2D4099 - 5D - pop ebp
    PointBlank.exe+2D409A - C2 0C00 - ret 000C { 12 }
    PointBlank.exe+2D409D - CC - int 3
    PointBlank.exe+2D409E - CC - int 3
    PointBlank.exe+2D409F - CC - int 3
    PointBlank.exe+2D40A0 - 55 - push ebp //raycastClosest
    PointBlank.exe+2D40A1 - 8B EC - mov ebp,esp
    PointBlank.exe+2D40A3 - 83 E4 F8 - and esp,-08 { 248 }
    PointBlank.exe+2D40A6 - 83 EC 64 - sub esp,64 { 100 }
    PointBlank.exe+2D40A9 - 53 - push ebx
    PointBlank.exe+2D40AA - 56 - push esi
    PointBlank.exe+2D40AB - 57 - push edi
    PointBlank.exe+2D40AC - 8B F9 - mov edi,ecx
    PointBlank.exe+2D40AE - E8 0D140000 - call PointBlank.exe+2D54C0
    PointBlank.exe+2D40B3 - 83 7F 08 00 - cmp dword ptr [edi+08],00 { 0 }
    PointBlank.exe+2D40B7 - 8B D8 - mov ebx,eax
    PointBlank.exe+2D40B9 - 0F84 62010000 - je PointBlank.exe+2D4221
    PointBlank.exe+2D40BF - 8B 47 0C - mov eax,[edi+0C]
    PointBlank.exe+2D40C2 - 85 C0 - test eax,eax
    PointBlank.exe+2D40C4 - 0F84 57010000 - je PointBlank.exe+2D4221
    PointBlank.exe+2D40CA - 8B 75 08 - mov esi,[ebp+08]
    PointBlank.exe+2D40CD - C7 47 18 00000000 - mov [edi+18],00000000 { 0 }
    PointBlank.exe+2D40D4 - F3 0F10 46 10 - movss xmm0,[esi+10]
    PointBlank.exe+2D40D9 - F3 0F10 56 30 - movss xmm2,[esi+30]
    PointBlank.exe+2D40DE - F3 0F10 5E 38 - movss xmm3,[esi+38]
    PointBlank.exe+2D40E3 - F3 0F11 44 24 20 - movss [esp+20],xmm0
    PointBlank.exe+2D40E9 - F3 0F10 46 14 - movss xmm0,[esi+14]
    PointBlank.exe+2D40EE - F3 0F11 44 24 24 - movss [esp+24],xmm0
    PointBlank.exe+2D40F4 - F3 0F10 46 18 - movss xmm0,[esi+18]
    PointBlank.exe+2D40F9 - F3 0F11 44 24 28 - movss [esp+28],xmm0
    PointBlank.exe+2D40FF - F3 0F10 46 34 - movss xmm0,[esi+34]
    PointBlank.exe+2D4104 - 0F28 C8 - movaps xmm1,xmm0
    PointBlank.exe+2D4107 - F3 0F11 44 24 30 - movss [esp+30],xmm0
    PointBlank.exe+2D410D - F3 0F59 C8 - mulss xmm1,xmm0
    PointBlank.exe+2D4111 - 0F28 C2 - movaps xmm0,xmm2
    PointBlank.exe+2D4114 - F3 0F59 C2 - mulss xmm0,xmm2
    PointBlank.exe+2D4118 - F3 0F11 54 24 2C - movss [esp+2C],xmm2
    PointBlank.exe+2D411E - F3 0F11 5C 24 34 - movss [esp+34],xmm3
    PointBlank.exe+2D4124 - F3 0F58 C8 - addss xmm1,xmm0
    PointBlank.exe+2D4128 - 0F28 C3 - movaps xmm0,xmm3
    PointBlank.exe+2D412B - F3 0F59 C3 - mulss xmm0,xmm3
    PointBlank.exe+2D412F - F3 0F58 C8 - addss xmm1,xmm0
    PointBlank.exe+2D4133 - 0F5A C1 - cvtps2pd xmm0,xmm1
    PointBlank.exe+2D4136 - E8 31697000 - call PointBlank.exe+9DAA6C { ->->ucrtbase.libm_sse2_sqrt_precise }
    PointBlank.exe+2D413B - 0F57 D2 - xorps xmm2,xmm2
    PointBlank.exe+2D413E - 0F57 DB - xorps xmm3,xmm3
    PointBlank.exe+2D4141 - F2 0F5A D0 - cvtsd2ss xmm2,xmm0
    PointBlank.exe+2D4145 - 0F2E D3 - ucomiss xmm2,xmm3
    PointBlank.exe+2D4148 - 9F - lahf
    PointBlank.exe+2D4149 - F6 C4 44 - test ah,44 { 68 }
    PointBlank.exe+2D414C - 7B 39 - jnp PointBlank.exe+2D4187
    PointBlank.exe+2D414E - F3 0F10 05 B88DFA00 - movss xmm0,[PointBlank.exe+BA8DB8] { (1.00) }
    PointBlank.exe+2D4156 - F3 0F5E C2 - divss xmm0,xmm2
    PointBlank.exe+2D415A - F3 0F10 4E 30 - movss xmm1,[esi+30]
    PointBlank.exe+2D415F - F3 0F59 C8 - mulss xmm1,xmm0
    PointBlank.exe+2D4163 - F3 0F11 4C 24 2C - movss [esp+2C],xmm1
    PointBlank.exe+2D4169 - F3 0F10 4E 34 - movss xmm1,[esi+34]
    PointBlank.exe+2D416E - F3 0F59 C8 - mulss xmm1,xmm0
    PointBlank.exe+2D4172 - F3 0F11 4C 24 30 - movss [esp+30],xmm1
    PointBlank.exe+2D4178 - F3 0F10 4E 38 - movss xmm1,[esi+38]
    PointBlank.exe+2D417D - F3 0F59 C8 - mulss xmm1,xmm0
    PointBlank.exe+2D4181 - F3 0F11 4C 24 34 - movss [esp+34],xmm1
    PointBlank.exe+2D4187 - F3 0F10 45 14 - movss xmm0,[ebp+14]
    PointBlank.exe+2D418C - 0F2F C3 - comiss xmm0,xmm3
    PointBlank.exe+2D418F - 76 03 - jna PointBlank.exe+2D4194
    PointBlank.exe+2D4191 - 0F28 D0 - movaps xmm2,xmm0
    PointBlank.exe+2D4194 - 8B 45 10 - mov eax,[ebp+10]
    PointBlank.exe+2D4197 - 83 F8 FF - cmp eax,-01 { 255 }
    PointBlank.exe+2D419A - 74 22 - je PointBlank.exe+2D41BE
    PointBlank.exe+2D419C - 8D 74 24 10 - lea esi,[esp+10]
    PointBlank.exe+2D41A0 - 89 44 24 10 - mov [esp+10],eax
    PointBlank.exe+2D41A4 - C7 44 24 1C 00000000 - mov [esp+1C],00000000 { 0 }
    PointBlank.exe+2D41AC - C7 44 24 18 00000000 - mov [esp+18],00000000 { 0 }
    PointBlank.exe+2D41B4 - C7 44 24 14 00000000 - mov [esp+14],00000000 { 0 }
    PointBlank.exe+2D41BC - EB 02 - jmp PointBlank.exe+2D41C0
    PointBlank.exe+2D41BE - 33 F6 - xor esi,esi
    PointBlank.exe+2D41C0 - 8B 4F 0C - mov ecx,[edi+0C]
    PointBlank.exe+2D41C3 - 8B 45 0C - mov eax,[ebp+0C]
    PointBlank.exe+2D41C6 - 6A 00 - push 00 { 0 }
    PointBlank.exe+2D41C8 - 56 - push esi
    PointBlank.exe+2D41C9 - 8B 11 - mov edx,[ecx]
    PointBlank.exe+2D41CB - 68 DB000000 - push 000000DB { 219 }
    PointBlank.exe+2D41D0 - 51 - push ecx
    PointBlank.exe+2D41D1 - F3 0F11 14 24 - movss [esp],xmm2
    PointBlank.exe+2D41D6 - FF B4 87 98000000 - push [edi+eax*4+00000098]
    PointBlank.exe+2D41DD - 8D 44 24 4C - lea eax,[esp+4C]
    PointBlank.exe+2D41E1 - 50 - push eax
    PointBlank.exe+2D41E2 - 6A 03 - push 03 { 3 }
    PointBlank.exe+2D41E4 - 8D 44 24 3C - lea eax,[esp+3C]
    PointBlank.exe+2D41E8 - 50 - push eax
    PointBlank.exe+2D41E9 - FF 92 C0010000 - call dword ptr [edx+000001C0]
    PointBlank.exe+2D41EF - 85 C0 - test eax,eax
    PointBlank.exe+2D41F1 - 74 23 - je PointBlank.exe+2D4216
    PointBlank.exe+2D41F3 - 8D 44 24 38 - lea eax,[esp+38]
    PointBlank.exe+2D41F7 - C7 47 18 01000000 - mov [edi+18],00000001 { 1 }
    PointBlank.exe+2D41FE - 50 - push eax
    PointBlank.exe+2D41FF - 53 - push ebx
    PointBlank.exe+2D4200 - FF 77 0C - push [edi+0C]
    PointBlank.exe+2D4203 - E8 08080000 - call PointBlank.exe+2D4A10
    PointBlank.exe+2D4208 - 83 C4 0C - add esp,0C { 12 }
    PointBlank.exe+2D420B - 8B C3 - mov eax,ebx
    PointBlank.exe+2D420D - 5F - pop edi
    PointBlank.exe+2D420E - 5E - pop esi
    PointBlank.exe+2D420F - 5B - pop ebx
    PointBlank.exe+2D4210 - 8B E5 - mov esp,ebp
    PointBlank.exe+2D4212 - 5D - pop ebp
    PointBlank.exe+2D4213 - C2 1000 - ret 0010 { 16 }
     
  12. zNova True God Gamer
    Member Lvl2

    zNova
    Joined:
    Oct 7, 2017
    Posts:
    917
    Reputation:
    52
    Thanks:
    213
    Psychedelic
    Noice 1gb xd, anyway if anyone is working on point-blank ph here's my old class (last updated : march 2021)

    Also for the raycast here's the function param and how you call it
    Code:
    i3PhysixHitResult* RayCastClosest(i3CollideeLine* pLine)
        {
            typedef i3PhysixHitResult*(__thiscall * RaycastClosest)(i3PhysixContext *, i3CollideeLine *, int , unsigned int);
            RaycastClosest oRaycastClosest = (RaycastClosest)(Offsets.RayCastClosest);//55 8B EC 83 E4 F8 83 EC 64 53 56 57 8B F9 
            return oRaycastClosest(this, pLine, 0, -1);
        }
    Code:
    class i3RenderContext
    {
    public:
        char pad_0000[2224]; //0x0000
        D3DXMATRIX ViewMatrix; //0x08B0
        D3DXMATRIX ProjectionMatrix; //0x08F0
        D3DXMATRIX InverseMatrix; //0x0930
        D3DXMATRIX WorldMatrix; //0x0970
        char pad_09B0[18144]; //0x09B0
        int32_t Width; //0x5090
        int32_t Height; //0x5094
        char pad_5098[284]; //0x5098
        LPDIRECT3DDEVICE9 pDevice; //0x51B4
    
        BOOL WorldToScreen(LPDIRECT3DDEVICE9 pDevice, D3DVECTOR Player, D3DVECTOR& Out)
        {
            D3DXVECTOR3 PlayerPos(Player.x, Player.y, Player.z);
            D3DXVECTOR3 vScreen;
            D3DVIEWPORT9 Viewport;
            pDevice->GetViewport(&Viewport);
            Viewport.X = Viewport.Y = 0;
            Viewport.MinZ = 0;
            Viewport.MaxZ = 1;
    
            D3DXVec3Project(&vScreen, &PlayerPos, &Viewport, &this->ProjectionMatrix, &this->ViewMatrix, &this->WorldMatrix);
            if (vScreen.z < 1.0f && vScreen.x > 0.0f && vScreen.y > 0.0f && vScreen.x < Viewport.Width && vScreen.y < Viewport.Height)
            {
                Out.x = vScreen.x;
                Out.y = vScreen.y;
                Out.z = vScreen.z;
                return true;
            }
            return false;
        }
    };
    
    class i3MatrixObject
    {
    public:
        D3DXMATRIX bonematrix[100];
    };
    
    class i3MatrixArray
    {
    public:
        char pad_0000[12]; //0x0000
        i3MatrixObject* pMatrixObject; //0x000C
    };
    
    class BoneProperty
    {
    public:
        char* BoneName; //0x0000
        int32_t BoneNameLength; //0x0004
        int32_t BoneNameMaxLength; //0x0008
        int32_t BoneIndex; //0x000C
    };
    
    class i3Skeleton
    {
    public:
        char pad_0000[12]; //0x0000
        int32_t BoneCount; //0x000C
    
        BoneProperty* GetBoneProperty(int index) {
            auto BasePtr = *reinterpret_cast<uintptr_t*>((uintptr_t)this + 0x1C);
            return reinterpret_cast<BoneProperty*>(BasePtr + (index * 0x10));
        }
    };
    
    class i3AnimationContext
    {
    public:
        char pad_0000[12]; //0x0000
        i3MatrixArray* pi3MatrixArray; //0x000C
        i3Skeleton* pi3Skeleton; //0x0010
    };
    
    class i3BoundBox
    {
    public:
        D3DXVECTOR3 Min; //0x0000
        D3DXVECTOR3 Max; //0x000C
    }; //Size: 0x0018
    
    class i3Body
    {
    public:
        char pad_0000[112]; //0x0000
        i3AnimationContext* pAnim; //0x0070
    };
    
    class i3SceneObject
    {
    public:
        char pad_0000[40]; //0x0000
        class i3BoundBox* pi3BoundBox; //0x0028
        char pad_002C[64]; //0x002C
        class i3Body* pi3Body; //0x006C
    
    
        bool GetBoneByName(const char* BoneName, D3DXVECTOR3& out) {
            auto skel = this->pi3Body->pAnim->pi3Skeleton;
            for (int i = 0; i < skel->BoneCount; i++) {
                auto boneproperty = skel->GetBoneProperty(i);
                if (!strcmp(boneproperty->BoneName, BoneName))
                {
                    auto mat = this->pi3Body->pAnim->pi3MatrixArray->pMatrixObject->bonematrix[boneproperty->BoneIndex];
                    out = D3DXVECTOR3(mat._41, mat._42, mat._43);
                    return true;
                }
            }
            return false;
        }
    
        void Box2D(i3RenderContext* pRender, ImColor color, ImDrawList* pDraw, LPDIRECT3DDEVICE9 pDevice)
        {
            D3DXVECTOR3 _min = this->pi3BoundBox->Min;
            D3DXVECTOR3 _max = this->pi3BoundBox->Max;
    
            D3DXVECTOR3 points[] =
            {
                D3DXVECTOR3(_min.x, _min.y, _min.z),
                D3DXVECTOR3(_min.x, _max.y, _min.z),
                D3DXVECTOR3(_max.x, _max.y, _min.z),
                D3DXVECTOR3(_max.x, _min.y, _min.z),
                D3DXVECTOR3(_max.x, _max.y, _max.z),
                D3DXVECTOR3(_min.x, _max.y, _max.z),
                D3DXVECTOR3(_min.x, _min.y, _max.z),
                D3DXVECTOR3(_max.x, _min.y, _max.z)
            };
    
            D3DXVECTOR3 flb;
            D3DXVECTOR3 brt;
            D3DXVECTOR3 blb;
            D3DXVECTOR3 frt;
            D3DXVECTOR3 frb;
            D3DXVECTOR3 brb;
            D3DXVECTOR3 blt;
            D3DXVECTOR3 flt;
    
            if (pRender->WorldToScreen(pDevice,points[3], flb) && pRender->WorldToScreen(pDevice,points[5], brt) &&
                pRender->WorldToScreen(pDevice,points[0], blb) && pRender->WorldToScreen(pDevice,points[4], frt) &&
                pRender->WorldToScreen(pDevice,points[2], frb) && pRender->WorldToScreen(pDevice,points[1], brb) &&
                pRender->WorldToScreen(pDevice,points[6], blt) && pRender->WorldToScreen(pDevice,points[7], flt))
            {
                D3DXVECTOR3 arr[] = { flb, brt, blb, frt, frb, brb, blt, flt };
    
                float left = flb.x;        // left
                float top = flb.y;        // top
                float right = flb.x;    // right
                float bottom = flb.y;    // bottom
    
                for (int i = 1; i < 8; i++)
                {
                    if (left > arr.x)
                        left = arr.x;
                    if (top < arr.y)
                        top = arr.y;
                    if (right < arr.x)
                        right = arr.x;
                    if (bottom > arr.y)
                        bottom = arr.y;
                }
    
                pDraw->AddLine(ImVec2(left, bottom), ImVec2(left, top), color);
                pDraw->AddLine(ImVec2(left, top), ImVec2(right, top), color);
                pDraw->AddLine(ImVec2(right, top), ImVec2(right, bottom), color);
                pDraw->AddLine(ImVec2(right, bottom), ImVec2(left, bottom), color);
            }
        }
    
        void DrawAABB(i3RenderContext* pRender, ImColor color, ImDrawList* pDraw, LPDIRECT3DDEVICE9 pDevice)
        {
            D3DXVECTOR3 _min = this->pi3BoundBox->Min;
            D3DXVECTOR3 _max = this->pi3BoundBox->Max;
    
            D3DXVECTOR3 crnr2 = D3DXVECTOR3(_max.x, _min.y, _min.z);
            D3DXVECTOR3 crnr3 = D3DXVECTOR3(_max.x, _min.y, _max.z);
            D3DXVECTOR3 crnr4 = D3DXVECTOR3(_min.x, _min.y, _max.z);
            D3DXVECTOR3 crnr5 = D3DXVECTOR3(_min.x, _max.y, _max.z);
            D3DXVECTOR3 crnr6 = D3DXVECTOR3(_min.x, _max.y, _min.z);
            D3DXVECTOR3 crnr7 = D3DXVECTOR3(_max.x, _max.y, _min.z);
    
            if (pRender->WorldToScreen(pDevice,_min, _min) &&
                pRender->WorldToScreen(pDevice,_max, _max) &&
                pRender->WorldToScreen(pDevice,crnr2, crnr2) &&
                pRender->WorldToScreen(pDevice,crnr3, crnr3) &&
                pRender->WorldToScreen(pDevice,crnr4, crnr4) &&
                pRender->WorldToScreen(pDevice,crnr5, crnr5) &&
                pRender->WorldToScreen(pDevice,crnr6, crnr6) &&
                pRender->WorldToScreen(pDevice,crnr7, crnr7))
            {
                pDraw->AddLine(ImVec2(_min.x, _min.y), ImVec2(crnr2.x, crnr2.y), color);
                pDraw->AddLine(ImVec2(_min.x, _min.y), ImVec2(crnr4.x, crnr4.y), color);
                pDraw->AddLine(ImVec2(_min.x, _min.y), ImVec2(crnr6.x, crnr6.y), color);
                pDraw->AddLine(ImVec2(_max.x, _max.y), ImVec2(crnr5.x, crnr5.y), color);
                pDraw->AddLine(ImVec2(_max.x, _max.y), ImVec2(crnr7.x, crnr7.y), color);
                pDraw->AddLine(ImVec2(_max.x, _max.y), ImVec2(crnr3.x, crnr3.y), color);
                pDraw->AddLine(ImVec2(crnr2.x, crnr2.y), ImVec2(crnr7.x, crnr7.y), color);
                pDraw->AddLine(ImVec2(crnr2.x, crnr2.y), ImVec2(crnr3.x, crnr3.y), color);
                pDraw->AddLine(ImVec2(crnr4.x, crnr4.y), ImVec2(crnr5.x, crnr5.y), color);
                pDraw->AddLine(ImVec2(crnr4.x, crnr4.y), ImVec2(crnr3.x, crnr3.y), color);
                pDraw->AddLine(ImVec2(crnr6.x, crnr6.y), ImVec2(crnr5.x, crnr5.y), color);
                pDraw->AddLine(ImVec2(crnr6.x, crnr6.y), ImVec2(crnr7.x, crnr7.y), color);
            }
        }
    
        void DrawSkeleton(i3RenderContext* pRender, ImColor Color, ImDrawList* pDraw, LPDIRECT3DDEVICE9 pDevice, float thickness = 1.0f) {
            DrawLineToBone(pRender, "Neck", "L Clavicle",Color,pDraw,pDevice, thickness);
            DrawLineToBone(pRender, "L Clavicle", "L UpperArm", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "L UpperArm", "L Forearm", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "L Forearm", "L Hand", Color, pDraw, pDevice, thickness);
    
            DrawLineToBone(pRender, "Neck", "R Clavicle", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "R Clavicle", "R UpperArm", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "R UpperArm", "R Forearm", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "R Forearm", "R Hand", Color, pDraw, pDevice, thickness);
    
            DrawLineToBone(pRender, "Neck", "Spine3", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "Spine3", "Spine2", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "Spine3", "IK", Color, pDraw, pDevice, thickness);
    
            DrawLineToBone(pRender, "IK", "L Thigh", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "L Thigh", "L Calf", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "L Calf", "L Foot", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "L Foot", "L Toe", Color, pDraw, pDevice, thickness);
    
            DrawLineToBone(pRender, "IK", "R Thigh", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "R Thigh", "R Calf", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "R Calf", "R Foot", Color, pDraw, pDevice, thickness);
            DrawLineToBone(pRender, "R Foot", "R Toe", Color, pDraw, pDevice, thickness);
        }
    
        void DrawLineToBone(i3RenderContext* pCtx, const char* bonestart, const char* boneend,ImColor Color,ImDrawList* pDraw,LPDIRECT3DDEVICE9 pDevice,float thickness = 1.0f) {
            D3DXVECTOR3 start, vStart, end, vEnd;
            if (this->GetBoneByName(bonestart, start) && this->GetBoneByName(boneend, end) && pCtx->WorldToScreen(pDevice, start, vStart) && pCtx->WorldToScreen(pDevice, end, vEnd))
            {
                pDraw->AddLine(ImVec2(vStart.x, vStart.y), ImVec2(vEnd.x, vEnd.y), Color,thickness);
            }
        }
    };
    
    class Avatar
    {
    public:
        char pad_0000[32]; //0x0000
        Avatar* m_pNext; //0x0020
        char pad_0024[40]; //0x0024
        i3SceneObject* pi3SceneObject; //0x004C
    };
    
    class Name
    {
    public:
        int32_t Index; //0x0000
        int32_t Namelength; //0x0004
        wchar_t name[16]; //0x0008
    };
    
    struct GAMEINFO_CHARACTER
    {
        char pad_0000[60]; //0x0000
        int32_t HP; //0x003C
        char pad_0040[224]; //0x0040
        D3DXVECTOR3 FireStart; //0x0120
        char pad_012C[4]; //0x012C
        D3DXVECTOR3 FireEnd; //0x0130
    };
    
    class BattleSlotContext
    {
    public:
        int GetMyIndex() {
            return *reinterpret_cast<int32_t*>((uintptr_t)this + Offsets.LocalIndexOffset);
        }
    
        Name* GetName(int index) {
            auto BasePtr = ((uintptr_t)this + Offsets.LocalIndexOffset + 0x4);
            return *reinterpret_cast<Name**>(BasePtr + (index * 0x4));
        }
    
        GAMEINFO_CHARACTER* getGameInfo_Chara(int index) {//BattleSlotContext::getNetCharaInfo
            return (GAMEINFO_CHARACTER*)(((DWORD)this + 0x840) + (index * 0x1F40));
        }
    };
    
    
    class i3Viewer
    {
    public:
        char pad_0004[0x10]; //0x0000
        i3RenderContext* pRenderContext; //0x0010
    };
    
    class CGameCharaManager
    {
    public:
        char pad_0004[0x128]; //0x0004
        Avatar* m_pFirst; //0x0128 [You can also loop through this] while(m_pFirst && m_pFirst->m_pNext)m_pFirst = m_pFirst->m_pNext
    
        Avatar* GetAvatar(int i)//CGameCharaBase::getCharaNetIndex
        {
            auto BasePtr = ((uintptr_t)this + 0x14 + (0x114 * i));
            return *reinterpret_cast<Avatar**>(BasePtr);
        }
    };
    
    class BaseClass
    {
    public:
        BattleSlotContext* pBattleSlotCtx;// 0x0000
        char pad_0004[0x4EC]; //0x0004
        i3Viewer* pViewer; //0x04F0
        char pad_04F4[4]; //0x04F4
        CGameCharaManager* pGameCharaMgr; //0x04F8
    
        static auto GetInstance() {
            return (BaseClass*)((uintptr_t)Offsets.BattleSlotContextOffset);
        }
    };
    
     
    trishjhon thanks this.
  13. trishjhon Member
    Member Lvl1

    trishjhon
    Joined:
    Oct 31, 2018
    Gender:
    Male
    Posts:
    11
    Reputation:
    0
    Thanks:
    1

    thanks zNova xD
    but how about i3PhysixHitResult class? getdistance still i3PhysixHitResult->0x28?
    --- Last post, Jul 17, 2021, Original Post Date: Jul 17, 2021 ---
    raycastClosest:
    Code:
    PointBlank.exe+2D40A0 - 55 - push ebp
    PointBlank.exe+2D40A1 - 8B EC - mov ebp,esp
    PointBlank.exe+2D40A3 - 83 E4 F8 - and esp,-08 { 248 } //this
    PointBlank.exe+2D40A6 - 83 EC 64 - sub esp,64 { 100 }
    PointBlank.exe+2D40A9 - 53 - push ebx
    PointBlank.exe+2D40AA - 56 - push esi
    PointBlank.exe+2D40AB - 57 - push edi
    PointBlank.exe+2D40AC - 8B F9 - mov edi,ecx
    PointBlank.exe+2D40AE - E8 0D140000 - call PointBlank.exe+2D54C0
    
    raycastClosest i3dll:
    Code:
    09BE4050 - 55                    - push ebp
    09BE4051 - 8B EC                 - mov ebp,esp
    09BE4053 - 83 EC 60              - sub esp,60 { 96 }
    09BE4056 - 53                    - push ebx
    09BE4057 - 56                    - push esi
    09BE4058 - 57                    - push edi
    09BE4059 - 8B F1                 - mov esi,ecx
    09BE405B - E8 E09CF6FF           - call 09B4DD40
    
    I've tried znova class but it doesn't work, then what mean asm-> and esp,-08
     
  14. zNova True God Gamer
    Member Lvl2

    zNova
    Joined:
    Oct 7, 2017
    Posts:
    917
    Reputation:
    52
    Thanks:
    213
    Psychedelic
    The class :
    Code:
    class i3PhysixHitResult {
    public:
        char _0x0000[0x10];
        D3DXVECTOR3 tempxyz;
        D3DXVECTOR3 FinalPos;
        float Distance;
    };
    As for the asm you can disregard that part as it is just to set up the stack frame itself.
     
  15. trishjhon Member
    Member Lvl1

    trishjhon
    Joined:
    Oct 31, 2018
    Gender:
    Male
    Posts:
    11
    Reputation:
    0
    Thanks:
    1
    Code:
    i3PhysixHitResult* RayCastClosest(i3CollideeLine * pLine)
    {
    typedef i3PhysixHitResult*(__thiscall * RaycastClosest)(i3PhysixContext *, i3CollideeLine *, int , unsigned int);
    RaycastClosest oRaycastClosest = (RaycastClosest)((DWORD)GetModuleHandleA(NULL) + 0x2D40A0);//55 8B EC 83 E4 F8 83 EC 64 53 56 57 8B F9
    return oRaycastClosest(this, pLine, 0, -1);
    }
    
    i have tried this but i3PhysixHitResult doesn't give correct result
     
  16. hakerflower Member
    Member Lvl1

    hakerflower
    Joined:
    Apr 14, 2018
    Gender:
    Male
    Posts:
    12
    Reputation:
    0
    Thanks:
    0
    Amused
    SOMEONE INDICATES ME HOW TO UPDATE TELE BOMB?
    upload_2021-7-17_23-0-42.png

    UNDERSTAND YOU ARE NO LONGER USING I3DLL. NOW IT IS A MORE DIRECT METHOD THAT I UNDERSTAND
    upload_2021-7-17_23-1-7.png
    --- Last post, Jul 18, 2021, Original Post Date: Jul 18, 2021 ---
    USING RE CLASS
    upload_2021-7-17_23-4-27.png



    IT'S THE SOLUTION
     
  17. trishjhon Member
    Member Lvl1

    trishjhon
    Joined:
    Oct 31, 2018
    Gender:
    Male
    Posts:
    11
    Reputation:
    0
    Thanks:
    1
    help :) how to update aob DWORD ASM_GHOSTMODE; //DC 0D ?? ?? ?? ?? 89 45 D8 8B 43 04
     
  18. hakerflower Member
    Member Lvl1

    hakerflower
    Joined:
    Apr 14, 2018
    Gender:
    Male
    Posts:
    12
    Reputation:
    0
    Thanks:
    0
    Amused
    hello friend i need help with cb.cbm. How to update the bypass Thank you very much I thank you for all a greeting from Peru
     
  19. Mae
    No wonder you are gay.
    Staff Member Staff Admin Donator

    Mae
    Joined:
    Feb 9, 2015
    Gender:
    Female
    Posts:
    2,769
    Reputation:
    488
    Thanks:
    1,535
    Location:
    Bed? something wrong?
    In-Love
    United States
    None
    None
    Skype name: Mae
    None
    Fvkyou
    None
    I once cracked a private hack online, and it has cb.cbm bypass on it. was it not included on the source?. I'm not if it's still works.
    --- Last post, Aug 12, 2021, Original Post Date: Aug 11, 2021 ---


    It was fun working on PointBlank back then, they keep adding checks, specially on the SetEnd function, and I keep finding a new method to create the bulletbot. lol
     
  20. hakerflower Member
    Member Lvl1

    hakerflower
    Joined:
    Apr 14, 2018
    Gender:
    Male
    Posts:
    12
    Reputation:
    0
    Thanks:
    0
    Amused
    MR. MAE HELP ME HOW I MAKE THE INJECTOR DLL CHECK KEY WORK. Please Login/Register to view links
    HOW TO CHANGE LINK AND ADD A NEW KEY
    --- Last post, Aug 22, 2021, Original Post Date: Aug 22, 2021 ---
    upload_2021-8-21_15-4-1.png
     
Loading...

Advertisement

Similar Threads Forum Date
Pointblank Base Semi VIP Free Point Blank Source Code & Tutorials Aug 14, 2019
PointBlank D3D Base Fixed After MT! Point Blank Help & Request Feb 13, 2017
PointBlank Garena NoMenu Base Point Blank Source Code & Tutorials Dec 1, 2015
[RAML] PointBlank BR/Kaybo Base! Point Blank Source Code & Tutorials Jul 21, 2015
PointBlank PH Base! Point Blank Source Code & Tutorials Apr 11, 2015
Cheat PointBlank Latino [KA] Point Blank Oct 26, 2021

Tags for this Thread

:

Share This Page