Cielos wrote: ↑Sat May 08, 2021 6:18 am
ignore ammo pouch
- allows you to reload your guns without any ammo pouch.
- ammo pouch amount still drop until they drop to zero and removed when you reload your guns.
- tested on handgun and shotgun only. should works on all guns in theory.
- press F10 to enable the script.
copy & paste the following ONto your table.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>122</ID>
<Description>"Ignore Ammo Pouch"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(ammoPouchReadCallerForReloadFlagFetchCAOB,re8.exe,4C ** ** ** 48 ** ** E8 ** ** ** ** 0F B6 C8 48 ** ** ** 48 ** ** ** 00 0F 85 ** ** ** ** 48 ** ** ** ** 85 ** 48)
registersymbol(ammoPouchReadCallerForReloadFlagFetchCAOB)
alloc(newmem,2048,ammoPouchReadCallerForReloadFlagFetchCAOB+c) //"re8.exe"+2D12FB1)
label(returnhere)
label(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
registersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp cl,01 //cl holds fullClip flag if true
je @f
mov al,1 //al hold canReload flag
originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB:
readmem(ammoPouchReadCallerForReloadFlagFetchCAOB+c,7)
//movzx ecx,al
//mov rax,[rbx+50]
exit:
jmp returnhere
///
ammoPouchReadCallerForReloadFlagFetchCAOB+c: //"re8.exe"+2D12FB1:
jmp newmem
nop 2
returnhere:
///**********************************///
aobscanmodule(reloadAmountCalOnReloadCallerAOB,re8.exe,48 ** ** 48 ** ** E8 ** ** ** ** 48 ** ** ** 8B ** 4C ** ** ** 0F 85 ** ** ** ** 48)
registersymbol(reloadAmountCalOnReloadCallerAOB)
alloc(newmem2,2048,reloadAmountCalOnReloadCallerAOB+b) //"re8.exe"+2DF07EA)
label(returnhere2)
label(originalcode2_reloadAmountCalOnReloadCallerAOB)
registersymbol(originalcode2_reloadAmountCalOnReloadCallerAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
cmp eax,esi //esi holds full clip amount
cmovl eax,esi
originalcode2_reloadAmountCalOnReloadCallerAOB:
readmem(reloadAmountCalOnReloadCallerAOB+b,6)
//mov rcx,[rbx+50]
//mov ebp,eax
exit2:
jmp returnhere2
///
reloadAmountCalOnReloadCallerAOB+b: //"re8.exe"+2DF07EA:
jmp newmem2
nop
returnhere2:
///**********************************///
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
ammoPouchReadCallerForReloadFlagFetchCAOB+c: //"re8.exe"+2D12FB1:
readmem(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB,7)
//db 0F B6 C8 48 8B 43 50
//Alt: movzx ecx,al
//Alt: mov rax,[rbx+50]
unregistersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
///**********************************///
dealloc(newmem2)
reloadAmountCalOnReloadCallerAOB+b: //"re8.exe"+2DF07EA:
readmem(originalcode2_reloadAmountCalOnReloadCallerAOB,6)
//db 48 8B 4B 50 8B E8
//Alt: mov rcx,[rbx+50]
//Alt: mov ebp,eax
unregistersymbol(originalcode2_reloadAmountCalOnReloadCallerAOB)
///**********************************///
</AssemblerScript>
<Hotkeys>
<Hotkey>
<Action>Activate</Action>
<Keys>
<Key>121</Key>
</Keys>
<ID>0</ID>
</Hotkey>
</Hotkeys>
</CheatEntry>
</CheatEntries>
</CheatTable>
ignore ammo clip
- allows you to fire your guns with empty clips.
- ammo clips still drop until they reach zero when you fire your guns.
- tested on handgun, shotgun and rifle only. may not work on other guns.
- press F10 to enable the script.
copy & paste the following ONto your table.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>663</ID>
<Description>"Ignore Ammo Clip"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript Async="1">[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(ammoClipChkZeroForAutoReloadAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 74 ** 45)
registersymbol(ammoClipChkZeroForAutoReloadAOB)
ammoClipChkZeroForAutoReloadAOB+6: //"re8.exe"+2D19E2E:
db 90 30 C9
///******************************************///
aobscanmodule(ammoClipChkForFireAnimationAOB,re8.exe,EB 07 44 ** ** ** 0F 9E C1 48 ** ** ** 4C ** ** ** 0F85 ** ** ** ** 84)
registersymbol(ammoClipChkForFireAnimationAOB)
ammoClipChkForFireAnimationAOB+6: //"re8.exe"+2E2C817:
db 90 30 C9
///******************************************///
aobscanmodule(ammoClipChkZeroForIdleEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 74 ** 40)
registersymbol(ammoClipChkZeroForIdleEmptyClipAppearanceAOB)
ammoClipChkZeroForIdleEmptyClipAppearanceAOB+6: //"re8.exe"+2DF7CB5:
db 90 30 C9
///******************************************///
aobscanmodule(ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 01 0F 9E C1 48 ** ** ** 48)
registersymbol(ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB)
ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+3193D6D:
db 90 30 C9
///******************************************///
aobscanmodule(ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 01 0F 9E C1 48 ** ** ** 4C)
registersymbol(ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB)
ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+2CE56EB:
db 90 30 C9
///******************************************///
aobscanmodule(ammoClipChkZeroForBulletProjectileTriggerAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 75)
registersymbol(ammoClipChkZeroForBulletProjectileTriggerAOB)
ammoClipChkZeroForBulletProjectileTriggerAOB+6: //"re8.exe"+2D06713:
db 90 30 C9
///******************************************///
aobscanmodule(virAmmoClipSubOnFireAOB,re8.exe,C3 44 ** ** ** 48 ** ** ** 48 ** ** ** 00 75 ** 45)
registersymbol(virAmmoClipSubOnFireAOB)
alloc(newmem12,2048,virAmmoClipSubOnFireAOB+5) //"re8.exe"+245F909)
label(returnhere12)
label(originalcode12_virAmmoClipSubOnFireAOB)
registersymbol(originalcode12_virAmmoClipSubOnFireAOB)
label(exit12)
newmem12: //this is allocated memory, you have read,write,execute access
//place your code here
jns @f
xor eax,eax
db 89 46
readmem(virAmmoClipSubOnFireAOB+4,1)
//mov [rsi+4c],eax
originalcode12_virAmmoClipSubOnFireAOB:
readmem(virAmmoClipSubOnFireAOB+5,9)
//mov rax,[rbx+50]
//cmp qword ptr [rax+18],00
exit12:
jmp returnhere12
///
virAmmoClipSubOnFireAOB+5: //"re8.exe"+245F909:
jmp newmem12
nop 4
returnhere12:
///******************************************///
aobscanmodule(ammoClipSubOnFireAOB,re8.exe,74 0F 44 ** ** ** 48 ** ** ** 48 ** ** ** 00)
registersymbol(ammoClipSubOnFireAOB)
alloc(newmem13,2048,ammoClipSubOnFireAOB+6) //"re8.exe"+245F93C)
label(returnhere13)
label(originalcode13_ammoClipSubOnFireAOB)
registersymbol(originalcode13_ammoClipSubOnFireAOB)
label(exit13)
newmem13: //this is allocated memory, you have read,write,execute access
//place your code here
jns @f
xor r14d,r14d
readmem(ammoClipSubOnFireAOB+2,1)
db 89
readmem(ammoClipSubOnFireAOB+4,2)
//mov [rax+58],r14d
originalcode13_ammoClipSubOnFireAOB:
readmem(ammoClipSubOnFireAOB+6,9)
//mov rax,[rbx+50]
//cmp qword ptr [rax+18],00
exit13:
jmp returnhere13
///
ammoClipSubOnFireAOB+6: //"re8.exe"+245F93C:
jmp newmem13
nop 4
returnhere13:
///******************************************///
aobscanmodule(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,re8.exe,48 ** ** ** 00 0F 85 ** ** ** ** 83 ** ** 00 0F 8F ** ** ** ** 45)
registersymbol(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)
alloc(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,16,virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f)
registersymbol(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)
originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB:
readmem(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f,2)
///
virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f: //"re8.exe"+245F979:
db 90 E9
///******************************************///
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
ammoClipChkZeroForAutoReloadAOB+6: //"re8.exe"+2D19E2E:
db 0F 9E C1
//Alt: setle cl
///******************************************///
ammoClipChkForFireAnimationAOB+6: //"re8.exe"+2E2C817:
db 0F 9E C1
//Alt: setle cl
///******************************************///
ammoClipChkZeroForIdleEmptyClipAppearanceAOB+6: //"re8.exe"+2DF7CB5:
db 0F 9E C1
//Alt: setle cl
///******************************************///
ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+3193D6D:
db 0F 9E C1
//Alt: setle cl
///******************************************///
ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+2CE56EB:
db 0F 9E C1
//Alt: setle cl
///******************************************///
ammoClipChkZeroForBulletProjectileTriggerAOB+6: //"re8.exe"+2D06713:
db 0F 9E C1
//Alt: setle cl
///******************************************///
dealloc(newmem12)
virAmmoClipSubOnFireAOB+5: //"re8.exe"+245F909:
readmem(originalcode12_virAmmoClipSubOnFireAOB,9)
//db 48 8B 43 50 48 83 78 18 00
//Alt: mov rax,[rbx+50]
//Alt: cmp qword ptr [rax+18],00
unregistersymbol(virAmmoClipSubOnFireAOB)
unregistersymbol(originalcode12_virAmmoClipSubOnFireAOB)
///******************************************///
dealloc(newmem13)
ammoClipSubOnFireAOB+6: //"re8.exe"+245F93C:
readmem(originalcode13_ammoClipSubOnFireAOB,9)
//db 48 8B 43 50 48 83 78 18 00
//Alt: mov rax,[rbx+50]
//Alt: cmp qword ptr [rax+18],00
unregistersymbol(ammoClipSubOnFireAOB)
unregistersymbol(originalcode13_ammoClipSubOnFireAOB)
///******************************************///
virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f: //"re8.exe"+245F979:
readmem(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,2)
//db 0F 8F
//Alt: jg
dealloc(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)
unregistersymbol(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)
///******************************************///
</AssemblerScript>
<Hotkeys>
<Hotkey>
<Action>Activate</Action>
<Keys>
<Key>121</Key>
</Keys>
<ID>0</ID>
</Hotkey>
</Hotkeys>
</CheatEntry>
</CheatEntries>
</CheatTable>