Guides
Builtins
RPC
/* RPC returns whatever was loaded into eax/r3 from the function called.
This means that if the function returns nothing you will get '0' back
This also means that return values are almost always pointers (unless simple types)
You will need to write any custom structs to memory and pass references through parameters */
int RPC( uint address, params... );
/* If some of the paramaters use registers instead of the stack (usercalls or fastcalls)
then use this example notation for the specific register needed. */
int RPC( uint address, "param"@<eax>, 10, 20, 30@<ebx> ); // x32 games
int RPC( ulong address, "param", 10, 20, 30 ); // x64 (registers not needed or supported)Memory
Please note that all these functions are only ran on the HOST.
/* Memory Readers for all games
x32 Xbox Games: (Cod4, MW2, MW3, WAW, BO1, BO2, BO3, Ghosts, AW)
x32 Steam Games: (Cod4, MW2, MW3, WAW, BO1, BO2)
x64 Steam Games: (Ghosts, AW, IW, MWR, WW2, BO3, BO4) */
byte ReadByte( ulong address );
byte[] ReadBytes( ulong address, int length );
short ReadShort( ulong address, bool signed = true );
short[] ReadShorts( ulong address, int length, bool signed = true );
int ReadInt( ulong address );
int[] ReadInts( ulong address, int length );
int64 ReadInt64( ulong address );
int64[] ReadInt64s( ulong address, int length );
float ReadFloat( ulong address );
float[] ReadFloats( ulong address, int length );
string ReadString( ulong address, int length = 0 );
string ReadIString( ulong address );
// Memory Writers (x32 and x64)
void WriteString( ulong address, string value );
void WriteByte( ulong address, byte value );
void WriteBytes( ulong address, byte[] value );
void WriteShort( ulong address, uint16[] value );
void WriteShorts( ulong address, uint16 value );
void WriteInt( ulong address, int value );
void WriteInts( ulong address, int[] value );
void WriteInt64( ulong address, int64 value );
void WriteInt64s( ulong address, int64[] value );
void WriteFloat( ulong address, float value );
void WriteFloats( ulong address, float[] value );
// More support for x64 games
ulong GetBaseAddress(); // Returns the games base address
ulong GetAddress( uint relative ); // Returns the absolute address from the given relative addressUtilities
bool ReplaceImage( string imagePath, string shader ); // Replace image assets (shaders) in game with custom png or jpg files
string ToHex( ulong value, bool prefix = false ); // Convert numbers into hex strings
void ilog( string format, ... ); // Use this just like iprintln
void XNotify( int type, string message ); // Displays a toast notification on screen. (XBOX ONLY)Overflow
/*
* Attempts to set text normally.
*
* Return values:
* -1 : Non-overflow error (e.g., invalid input or entref)
* 0 : Overflow occurred — caller should invoke ClearAllTextAfterHudElem()
* 1 : Success
*/
int SetText(string value);
/*
* Attempts to set text using overflow-safe indexing.
*
* Return values:
* -1 : Non-overflow error (e.g., invalid input or entref)
* 0 : Failed to reserve a safe string index (too many HUD elements)
* 1 : Success
*/
int SetSafeText(string value);// Overflow Fix
/*
* Attempts to set text normally.
*
* Return values:
* -1 : Non-overflow error (e.g., invalid input or entref)
* 0 : Overflow occurred — caller should invoke ClearAllTextAfterHudElem()
* 1 : Success
*/
int SetText(string value);BO4 Hud
NewHostHudElem(); // Creates a new host-only HUD element you can animate or destroy.
hostElem SetText(string text); // Sets the element’s displayed text immediately.
hostElem SetText3D(vec position, string text); // Sets the element’s text and anchors it at a 3D world‑space position.
hostElem SetValue(float value); // Sets the numeric value for value-type HUD elements.
hostElem SetShader(string shader); // Assigns a material to a shader-type HUD element.
hostElem SetWayPoint(bool fixedSize); // Converts this element into a waypoint icon; enables distance-based scaling unless fixedSize is true.
hostElem SetLine(vec startPos, vec endPos); // Converts this element into a world-space line; renders a line between two 3D positions.
hostElem Destroy(); // Deletes the HUD element and frees its slot.
hostElem MoveOverTime(float time); // Starts a position animation; set elem.x/elem.y *after* this call.
hostElem FadeOverTime(float time); // Starts a fade animation; set elem.color/alpha *after* this call.
hostElem ScaleOverTime(float time); // Starts a scale animation; set elem.scale/width/height *after* this call.
hostElem RotateOverTime(float time); // Starts a rotation animation; set elem.angle *after* this call.Last updated on