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  1. Then it's reasonable to just search either first or second value and filter only desired results that have other value at needed offset. Something like the following: local firstValue = 210.0 local secondValue = 30.0 local offset = 12 gg.clearResults() gg.searchNumber(firstValue, gg.TYPE_DOUBLE) local firstValues = gg.getResults(gg.getResultsCount()) local secondValues = {} for i, v in ipairs(firstValues) do secondValues[i] = {address = v.address + offset, flags = gg.TYPE_DOUBLE} end secondValues = gg.getValues(secondValues) local targetResults = {} local index = 1 for i = 1, #firstValues do if secondValues[i].value == secondValue then targetResults[index] = firstValues[i] targetResults[index + 1] = secondValues[i] index = index + 2 end end gg.loadResults(targetResults)
    1 point
  2. Armv8 Search C80E42B8r;081540FDr::4505 Edit 28008052r;E803679Er
    1 point
  3. X32 True : ~A MOV R0, #0x1 ~A BX LR False : ~A MOV R0, #0x0 ~A BX LR Int : -------------------------------- -- 9999 ~A MOVW R0, #0x270F ~A BX LR -------------------------------- -- 99999999 ~A MOVW R0, #0xE0FF ~A MOVT R0, #0x05F5 ~A BX LR Float : --100 ~A MOVT R0, #0x42C8 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --50 ~A MOVT R0, #0x4248 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --10 ~A MOVT R0, #0x4120 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --0.1 ~A MOVW R0, #0xCCCD ~A MOVT R0, #0x3DCC ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --0.01 ~A MOVW R0, #0xD70A ~A MOVT R0, #0x3C23 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --999999999.999999999 ~A MOVW R0, #0x6B28 ~A MOVT R0, #0x4E6E ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR Double : --100 ~A MOV R0, #0x0 ~A MOVT R1, #0x4059 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --50 ~A MOV R0, #0x0 ~A MOVT R1, #0x4049 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --10 ~A MOV R0, #0x0 ~A MOVT R1, #0x4024 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --0.1 ~A MOVW R0, #0x999A ~A MOVT R0, #0x9999 ~A MOVW R1, #0x9999 ~A MOVT R1, #0x3FB9 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --0.01 ~A MOVW R0, #0x999A ~A MOVT R0, #0x9999 ~A MOVW R1, #0x9999 ~A MOVT R1, #0x3FB9 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --999999999.999999999 ~A MOV R0, #0x0 ~A MOVW R1, #0xCD65 ~A MOVT R1, #0x41CD ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR X64 True : ~A8 MOV R0, #0x1 ~A8 RET False : ~A8 MOV R0, #0x0 ~A8 RET Int : -- 9999 ~A8 MOVK R0, #0x270F ~A8 RET --99999999 ~A8 MOVK W0, #0xE0FF, LSL #16 ~A8 MOVK W0, #0x05F5, LSL #32 ~A8 RET Float : --100 ~A8 MOVK W0, #0x0000, LSL #16 ~A8 MOVK W0, #0x42C8, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --50 ~A8 MOVK W0, #0x0000, LSL #16 ~A8 MOVK W0, #0x4248, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --10 ~A8 MOVK W0, #0x0000, LSL #16 ~A8 MOVK W0, #0x4120, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --0.1 ~A8 MOVK W0, #0xCCCD, LSL #16 ~A8 MOVK W0, #0x3DCC, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --0.01 ~A8 MOVK W0, #0xD70A, LSL #16 ~A8 MOVK W0, #0x3C23, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --99999999.99999999 ~A8 MOVK W0, #0xBC20, LSL #16 ~A8 MOVK W0, #0x4CBE, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET Double : --100 ~A8 MOVZ X0, #0x0 ~A8 MOVK X0, #0x0, LSL #16 ~A8 MOVK X0, #0x0, LSL #32 ~A8 MOVK X0, #0x4059, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --50 ~A8 MOVZ X0, #0x0 ~A8 MOVK X0, #0x0, LSL #16 ~A8 MOVK X0, #0x0, LSL #32 ~A8 MOVK X0, #0x4049, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --10 ~A8 MOVZ X0, #0x0 ~A8 MOVK X0, #0x0, LSL #16 ~A8 MOVK X0, #0x0, LSL #32 ~A8 MOVK X0, #0x4024, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --0.1 ~A8 MOVZ X0, #0x999A ~A8 MOVK X0, #0x9999, LSL #16 ~A8 MOVK X0, #0x9999, LSL #32 ~A8 MOVK X0, #0x3FB9, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --0.01 ~A8 MOVZ X0, #0x147B ~A8 MOVK X0, #0x47AE, LSL #16 ~A8 MOVK X0, #0x7AE1, LSL #32 ~A8 MOVK X0, #0x3F84, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --99999999.99999999 ~A8 MOVZ X0, #0xFFFF ~A8 MOVK X0, #0xFFFF, LSL #16 ~A8 MOVK X0, #0xD783, LSL #32 ~A8 MOVK X0, #0x4197, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET • You can find lua code to convert any value to ARM -> HERE ----> If you get an error comment it out
    1 point
  4. View File Get Registration Offsets (Code+Metadata) Simple script will get the registration offsets for code and metadata. Allows you to copy offsets to your clipboard Submitter APEXggV2 Submitted 04/15/2024 Category Tools  
    1 point
  5. Blood strike Auto hs Auto aim Full damage Wall hack
    1 point
  6. How can i get class name by value searched? I used script but it only have offset, not have classname and i cant find this offset in dump file.
    1 point
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