I Was Doing A Little Research And I Stumbled Upon Which May Help Alot Of People ( EXPERTS ) In Cracking The Code. RSA Uses 3 Steps- Key Generation, Encryption, And Decryption
All We Need Is The Key If We Know This...
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Once We Have Found The Decryption Key Which We WILL Do, We Still Will Need To Decompress The Patch. These Are The Offsets
typedef struct{
char unknown0[96]; //0x0000
__int32 isSightInWithTime; //0x0060
char unknown100[72]; //0x0064
float MapState1; //0x00AC
float MapState2; //0x00B0
float MapState3; //0x00B4
float MapStateDead; //0x00B8
float MapStateDead2; //0x00BC
char unknown192[4]; //0x00C0
__int32 Flags; //0x00C4
__int32 isReloading; //0x00C8
char unknown204[56]; //0x00CC
float Leaning; //0x0104
char unknown264[48]; //0x0108
__int32 State; //0x0138 1 Default 4 running 7 sprint
char unknown316[52]; //0x013C
__int32 weaponSelect; //0x0170
char unknown372[68]; //0x0174
__int32 clientNum; //0x01B8
__int32 clientNum2; //0x01B8
char unknown444[48]; //0x01BC
}PlayerSnap_t;
struct WeaponTm
{
int tm_sec; /* seconds after the minute - [0,59] */
int tm_min; /* minutes after the hour - [0,59] */
int tm_hour; /* hours since midnight - [0,23] */
int tm_mday; /* day of the month - [1,31] */
int tm_mon; /* months since January - [0,11] */
int tm_year; /* years since 1900 */
int tm_wday; /* days since Sunday - [0,6] */
int tm_yday; /* days since January 1 - [0,365] */
int tm_isdst; /* daylight savings time flag */
};
struct Trace
{
char z_crap[16];
float fraction;
char z_crap2[8];
WORD solid;
WORD allsolid;
int entityNum;
int unknow;
char z_crap3[68];
};
struct MouseInfo_t{
float MouseX; //0x0000
float MouseY; //0x0004
__int32 isMouseInGameWindow; //0x0008
__int32 vidWight; //0x000C
__int32 vidHight; //0x0010
};//Size=0x0014(20) 0x4127BD8
struct New_MouseInfo_t{
float MouseX; //0x0000
float MouseY; //0x0004
float new_MouseX; //0x0008
float new_MouseY; //0x000C
__int32 isMouseInGameWindow; //0x0010
__int32 vidWight; //0x0014
__int32 vidHight; //0x0018
};//Size=0x0014(20) 0x4127BD0
typedef enum {
ET_GENERAL,//0
ET_PLAYER,//1
ET_PLAYER_CORPSE,//2
ET_ITEM,//3
ET_MISSILE,//4
ET_INVISIBLE,//5
ET_SCTMOVER,//6
ET_SOUND_BLEND,//7
ET_FX,//8
ET_LOOP_FX,//9
ET_PRIMARY_LIGHT,//10
ET_MG42,//11
ET_HELICOPTER,//12
ET_PLANE,//13
ET_VEHICLE,//14
ET_VEHICLE_COLLMAP,//15
ET_VEHICLE_CORPSE,//16
ET_ACTOR,//17
ET_ACTOR_SPAWNER,//18
ET_ACTOR_CORPSE,//19
ET_STREAMER_HINT,//20
ET_EVENTS
} entityType_t;
typedef enum {
EV_NONE,//0
EV_FOLIAGE_SOUND,//1
EV_STOP_WEAPON_SOUND,//2
EV_STOP_SOUND_ALIAS,//3
EV_SOUND_ALIAS,//4
EV_SOUND_ALIAS_NOTIFY,//5
EV_SOUND_BATTLECHAT_ALIAS,//6
EV_STOPSOUNDS,//7
EV_STANCE_FORCE_STAND,//8
EV_STANCE_FORCE_CROUCH,//9
EV_STANCE_FORCE_PRONE,//10
EV_ITEM_PICKUP,//11
EV_AMMO_PICKUP,//12
EV_NOAMMO,//13
EV_NOAMMO_LEFT,//14
EV_EMPTYCLIP,//15
EV_EMPTY_OFFHAND,//16
EV_RESET_ADS,//17
EV_RELOAD,//18
EV_RELOAD_FROM_EMPTY,//19
EV_RELOAD_START,//20
EV_RELOAD_END,//21
EV_RELOAD_START_NOTIFY,//22
EV_RELOAD_ADDAMMO,//23
EV_RAISE_WEAPON,//24
EV_FIRST_RAISE_WEAPON,//25
EV_PUTAWAY_WEAPON,//26
EV_WEAPON_ALT,//27
EV_PULLBACK_WEAPON,//28
EV_FIRE_WEAPON,//29
EV_FIRE_WEAPON_LASTSHOT,//30
EV_FIRE_WEAPON_LEFT,//31
EV_FIRE_WEAPON_LASTSHOT_LEFT,//32
EV_RECHAMBER_WEAPON,//33
EV_EJECT_BRASS,//34
EV_MELEE_SWIPE,//35
EV_FIRE_MELEE,//36
EV_WEAPON_DEPLOYING,//37
EV_WEAPON_FINISH_DEPLOYING,//38
EV_WEAPON_BREAKING_DOWN,//39
EV_WEAPON_FINISH_BREAKING_DOWN,//40
EV_PREP_OFFHAND,//41
EV_USE_OFFHAND,//42
EV_SWITCH_OFFHAND,//43
EV_MELEE_HIT,//44
EV_MELEE_MISS,//45
EV_MELEE_BLOOD,//46
EV_FIRE_WEAPON_MG42,//47
EV_FIRE_WEAPON_MG42A,//48
EV_FIRE_QUADBARREL_1,//49
EV_FIRE_QUADBARREL_2,//50
EV_BULLET_HIT,//51
EV_BULLET_HIT_CLIENT_SMALL,//52
EV_BULLET_HIT_CLIENT_LARGE,//53
EV_DESTRUCTIBLE_BULLET_HIT,//54
EV_DESTRUCTIBLE_EXPLOSION_HIT,//55
EV_GRENADE_BOUNCE,//56
EV_GRENADE_EXPLODE,//57
EV_ROCKET_EXPLODE,//58
EV_ROCKET_EXPLODE_NOMARKS,//59
EV_FLASHBANG_EXPLODE,//60
EV_CUSTOM_EXPLODE,//61
EV_CUSTOM_EXPLODE_NOMARKS,//62
EV_CHANGE_TO_DUD,//63
EV_DUD_EXPLODE,//64
EV_DUD_IMPACT,//65
EV_FIRE_EXPLODE,//66
EV_TIMED_FX,//67
EV_MOLOTOV_FLOAT,//68
EV_FAKE_FIRE,//69
EV_PLAY_FX,//70
EV_PLAY_FX_ON_TAG,//71
EV_PHYS_EXPLOSION_SPHERE,//72
EV_PHYS_EXPLOSION_CYLINDER,//73
EV_PHYS_EXPLOSION_JOLT,//74
EV_PHYS_LAUNCH,//75
EV_CREATE_DYNENT,//76
EV_CREATE_ROPE,//78
EV_BLOOD_IMPACTS,//79
EV_DETACH_ENTITY,//80
EV_DELETE_ROPE,//81
EV_ROPE_COLLIDE,//82
EV_ROPE_SETFLAG,//83
EV_ROPE_SETPARAM,//84
EV_ROPE_ADDANCHOR,//85
EV_ROPE_REMOVEANCHOR,//86
EV_ROPE_MOVEANCHOR,//87
EV_SETWETNESS,//88
EV_EARTHQUAKE,//89
EV_GRENADE_DROP,//90
EV_GRENADE_SUICIDE,//91
EV_DETONATE,//92
EV_NIGHTVISION_WEAR,//93
EV_NIGHTVISION_REMOVE,//94
EV_OBITUARY,//95
EV_REVIVE_OBITUARY,//96
EV_DIRECTIONAL_HIT_INDICATOR,//97
EV_ANIMATE_UI,//98
EV_NO_FRAG_GRENADE_HINT,//99
EV_NO_SPECIAL_GRENADE_HINT,//100
EV_TARGET_TOO_CLOSE_HINT,//101
EV_TARGET_NOT_ENOUGH_CLEARANCE,//102
EV_LOCKON_REQUIRED_HINT,//103
EV_FOOTSTEP_SPRINT,//104
EV_FOOTSTEP_RUN,//105
EV_FOOTSTEP_WALK,//106
EV_FOOTSTEP_CROUCHRUN,//107
EV_FOOTSTEP_CROUCHWALK,//108
EV_FOOTSTEP_PRONE,//109
EV_MANTLE,//110
EV_JUMP,//111
EV_LANDING_BARK,//112
EV_LANDING_BRICK,//113
EV_LANDING_CARPET,//114
EV_LANDING_CLOTH,//115
EV_LANDING_CONCRETE,//116
EV_LANDING_DIRT,//117
EV_LANDING_FLESH,//118
EV_LANDING_FOLIAGE,//119
EV_LANDING_GLASS,//120
EV_LANDING_GRASS,//121
EV_LANDING_GRAVEL,//122
EV_LANDING_ICE,//123
EV_LANDING_METAL,//124
EV_LANDING_MUD,//125
EV_LANDING_PAPER,//126
EV_LANDING_PLASTER,//127
EV_LANDING_ROCK,//128
EV_LANDING_SAND,//129
EV_LANDING_SNOW,//130
EV_LANDING_WATER,//131
EV_LANDING_WOOD,//132
EV_LANDING_ASPHALT,//133
EV_LANDING_CERAMIC,//134
EV_LANDING_PLASTIC,//135
EV_LANDING_RUBBER,//136
EV_LANDING_CUSHION,//137
EV_LANDING_FRUIT,//138
EV_LANDING_PAINTEDMETAL,//139
EV_LANDING_PLAYER,//140
EV_LANDING_TALLGRASS,//141
EV_LANDING_PAIN_DEFAULT,//142
EV_LANDING_PAIN_BARK,//143
EV_LANDING_PAIN_BRICK,//144
EV_LANDING_PAIN_CARPET,//145
EV_LANDING_PAIN_CLOTH,//146
EV_LANDING_PAIN_CONCRETE,//147
EV_LANDING_PAIN_DIRT,//148
EV_LANDING_PAIN_FLESH,//149
EV_LANDING_PAIN_FOLIAGE,//150
EV_LANDING_PAIN_GLASS,//151
EV_LANDING_PAIN_GRASS,//152
EV_LANDING_PAIN_GRAVEL,//153
EV_LANDING_PAIN_ICE,//154
EV_LANDING_PAIN_METAL,//155
EV_LANDING_PAIN_MUD,//156
EV_LANDING_PAIN_PAPER,//157
EV_LANDING_PAIN_PLASTER,//158
EV_LANDING_PAIN_ROCK,//159
EV_LANDING_PAIN_SAND,//160
EV_LANDING_PAIN_SNOW,//161
EV_LANDING_PAIN_WATER,//162
EV_LANDING_PAIN_WOOD,//163
EV_LANDING_PAIN_ASPHALT,//164
EV_LANDING_PAIN_CERAMIC,//165
EV_LANDING_PAIN_PLASTIC,//166
EV_LANDING_PAIN_RUBBER,//167
EV_LANDING_PAIN_CUSHION,//168
EV_LANDING_PAIN_FRUIT,//169
EV_LANDING_PAIN_PLAYER,//170
EV_LANDING_PAIN_TALLGRASS,//171
EV_FIRE_VEHICLE_TURRET,//172
EV_FIRE_GUNNER_1,//173
EV_FIRE_GUNNER_2,//174
EV_FIRE_GUNNER_3,//175
EV_FIRE_GUNNER_4,//176
EV_FIRE_GUNNER_1A,//177
EV_FIRE_GUNNER_2A,//178
EV_FIRE_GUNNER_3A,//179
EV_FIRE_GUNNER_4A,//180
EV_START_CAMERA_TWEEN,//181
EV_DESTRUCTIBLE_DISABLE_PIECES,//182
EV_FOOTPRINT,//183
EV_CANNOTPLANT,//184
EV_DTP_LAUNCH,//185
EV_DTP_LAND,//186
EV_SLIDE_START,//187
EV_SLIDE_STOP,//188
EV_SCOPE_ZOOM,//189
EV_JAM_WEAPON,//190
EV_STACKFIRE,//191
EV_BOLT_IMPACT,//192
EV_BOLT_IMPALE,//193
EV_PLAY_WEAPON_DEATH_EFFECTS,//194
EV_PLAY_WEAPON_DAMAGE_EFFECTS,//195
EV_FACE_EVENT,//196
EV_SETLOCALWIND,//197
EV_FLOAT_LONGER,//198
EV_FORCE_BUOYANCY,//199
EV_DISABLE_DEPTH_BUOYANCY_ADJUSTMENTS,//200
EV_SCALE_BUOYANCY,//201
EV_ALLOWPITCH,//202
EV_GIB,//203
EV_STANCE_INVALID//204
} entity_event_t;
typedef struct{
qhandle_t white;
qhandle_t boutom;
qhandle_t unknow_;
qhandle_t HeadIconDisconnect;
qhandle_t HeadIconYouInKillcam;
qhandle_t gfx_tracer;
qhandle_t gfx_laser;//
qhandle_t gfx_laser_light;
qhandle_t Lagometer;
qhandle_t NULL_SHADER;
qhandle_t unknow;
}Media_t;
struct cg_t
{
char unknown0[156]; //0x0000
__int32 SightState; //0x009C 80 = sight
char unknown160[8]; //0x00A0
__int32 SomeOneHityou; //0x00A8
char unknown172[8]; //0x00AC
float MapStateX; //0x00B4
float MapStateY; //0x00B8
float MapStateZ; //0x00BC
float PredictX; //0x00C0
float PredictY; //0x00C4
float PredictZ; //0x00C8
char unknown204[16]; //0x00CC
__int32 SightTime; //0x00DC
char unknown224[40]; //0x00E0
__int32 hm_800; //0x0108
char unknown268[52]; //0x010C
__int32 viewState; //0x0140
char unknown324[4]; //0x0144
__int32 Shoottime; //0x0148
__int32 WeaponState; //0x014C
char unknown336[168]; //0x0150
__int32 SightTime2; //0x01F8
char unknown508[592]; //0x01FC
__int32 Primary_Ammo; //0x044C
char unknown1104[4]; //0x0450
__int32 Secound_Ammo; //0x0454
char unknown1112[4]; //0x0458
__int32 Nade_Ammo; //0x045C
char unknown1120[4]; //0x0460
__int32 Smoke_Ammo; //0x0464
char unknown1128[4]; //0x0468
__int32 Special_Ammo; //0x046C
char unknown1136[4]; //0x0470
__int32 Killstreak_Ammo; //0x0474
char unknown1144[12]; //0x0478
__int32 DoubleWeapon_Ammo_Right; //0x0484
char unknown1160[4]; //0x0488
__int32 DoubleWeapon_Ammo_Left; //0x048C
char unknown1168[19676]; //0x0490
};
struct ClientInfo{
__int32 Valid; //0x0000
char unknown4[4]; //0x0004
__int32 Clientnum; //0x0008
char Name[32]; //0x000C
__int32 Team; //0x002C
__int32 Team2; //0x0030
char unknown52[4]; //0x0034
__int32 Rank; //0x0038
char unknown60[28]; //0x003C
char ClanTag[4]; //0x0058
char unknown92[4]; //0x005C
__int32 frameTime; //0x0060
__int32 IsDead; //0x0064
__int32 Suicide; //0x0068
__int32 Score; //0x006C
__int32 Kills; //0x0070
char unknown116[4]; //0x0074
__int32 Deaths; //0x0078
__int32 Kills_2; //0x007C
__int32 Deaths_2; //0x0080
char unknown132[24]; //0x0084
char xModel1[32]; //0x009C
char unknown188[32]; //0x00BC
char xModel2[32]; //0x00DC
char unknown252[32]; //0x00FC
char xModel3[32]; //0x011C
char unknown316[776]; //0x013C
float Predict; //0x0444
float Leaning; //0x0448
float viewAngleX; //0x044C
float viewAngleY; //0x0450
char unknown1108[116]; //0x0454
__int32 GoingState; //0x04C8 1 normal 4 running 7 sprint
char unknown1228[36]; //0x04CC
__int32 State; //0x04F0
char unknown1268[8]; //0x04F4
__int32 isCrouching; //0x04FC
char unknown1280[4]; //0x0500
__int32 isShooting; //0x0504
__int32 isZooming; //0x0508
char unknown1292[44]; //0x050C
__int32 Weapon; //0x0538
char unknown1340[140]; //0x053C
};//Size 0x5C8
typedef enum {
TEAM_FREE,
TEAM_AXIS,
TEAM_ALLIES,
TEAM_SPECTATOR
} team_t;
typedef struct {
int crap;
int Size;
int zcrap[120];
float Scale;
char name[50];
} Font_t;
maps/mp/gametypes/_persistence.gsc 683203
maps/mp/_airstrike.gsc 486186
maps/mp/_airsupport.gsc 490405
maps/mp/_burnplayer.gsc 493877
maps/mp/_cameraspike.gsc 495912
maps/mp/_challenges.gsc 497699
maps/mp/_destructible.gsc 502642
maps/mp/_dogs.gsc 504432
maps/mp/_gamerep.gsc 510673
maps/mp/_heatseekingmissile.gsc 510772
maps/mp/_helicopter.gsc 512826
maps/mp/_laststand.gsc 526280
maps/mp/_medals.gsc 530691
maps/mp/_mortar.gsc 534539
maps/mp/_napalm.gsc 539596
maps/mp/_popups.gsc 545885
maps/mp/_properks.gsc 548523
maps/mp/_radar.gsc 552000
maps/mp/_spyplane.gsc 553742
maps/mp/_helicopter_player.gsc 557745
maps/mp/_rcbomb.gsc 564825
maps/mp/_tacticalinsertion.gsc 569107
maps/mp/_turret_killstreak.gsc 571239
maps/mp/_tvguidedmissile.gsc 577175
maps/mp/_ballistic_knife.gsc 579864
maps/mp/mp_cairo.gsc 581959
maps/mp/mp_array.gsc 582336
maps/mp/mp_cosmodrome.gsc 583119
maps/mp/mp_crisis.gsc 586550
maps/mp/mp_firingrange.gsc 586894
maps/mp/mp_mountain.gsc 588826
maps/mp/mp_nuked.gsc 590193
maps/mp/mp_radiation.gsc 592312
maps/mp/mp_russianbase.gsc 595850
maps/mp/mp_villa.gsc 596612
maps/mp/gametypes/_bot.gsc 597370
maps/mp/gametypes/_class.gsc 604680
maps/mp/gametypes/_gameobjects.gsc 614081
maps/mp/gametypes/_globallogic.gsc 622492
maps/mp/gametypes/_globallogic_actor.gsc 633389
maps/mp/gametypes/_globallogic_audio.gsc 635084
maps/mp/gametypes/_globallogic_player.gsc 638431
maps/mp/gametypes/_globallogic_score.gsc 651829
maps/mp/gametypes/_globallogic_spawn.gsc 656574
maps/mp/gametypes/_globallogic_ui.gsc 660972
maps/mp/gametypes/_globallogic_utils.gsc 663554
maps/mp/gametypes/_globallogic_vehicle.gsc 666082
maps/mp/gametypes/_hud_message.gsc 668321
maps/mp/gametypes/_killcam.gsc 673023
maps/mp/gametypes/_missions.gsc 676486
maps/mp/gametypes/_persistence.gsc 683203
maps/mp/gametypes/_hardpoints.gsc 689207
maps/mp/gametypes/_rank.gsc 694937
maps/mp/gametypes/_spawning.gsc 699227
maps/mp/gametypes/_supplydrop.gsc 705085
maps/mp/gametypes/_wager.gsc 714878
maps/mp/gametypes/_weapons.gsc 720293
maps/mp/gametypes/_weaponobjects.gsc 728791
maps/mp/gametypes/ctf.gsc 738124
maps/mp/gametypes/dem.gsc 745737
maps/mp/gametypes/dom.gsc 752823
maps/mp/gametypes/hlnd.gsc 759817
maps/mp/gametypes/koth.gsc 761800
maps/mp/gametypes/sd.gsc 767917
maps/mp/gametypes/sab.gsc 774033
maps/mp/gametypes/tdm.gsc 779626
maps/mp/gametypes/dm.gsc 781185
With This Infromation We Should Have SOMETHING Going. Even If Its Just A Jump Hack. I Dont Care. I Want Black Ops To Shine In The Hacking Commnity. This Took Me A Couple Of Hours So Say Thanks