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Source Call of Duty: MW — Soft Unlocker Logic & Loot Offsets

byte_corvus

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If you are still digging into the MW engine for those unreleased bundles or just tired of the Battlepass grind, this logic is for you. This is a implementation for a soft unlocker that hits the microtransaction items, blueprints, and operator skins by manipulating the loot inventory in memory.

The method relies on hooking internal engine functions to populate your local inventory list with every item ID found in the game's string tables. Since the game performs lazy ownership checks on the client side during the initial load, once you apply an item and it saves to the account state, it stays there.

Technical Execution & Anti-Cheat Notes
  1. Avoid hooking directly on startup. The game runs integrity checks on the .text section early on. If you hook too fast, you will crash or trigger a flag.
  2. Wait for the intro screen where the game hits the "Connecting to Online Services" stage. This is the sweet spot.
  3. Don't leave the hook active. Once the UnlockEverything function finishes its loop, use MH_RemoveHook immediately. Permanent hooks on these functions are an invitation for a ban.

Core Logic — C++ Implementation
Code:
void UnlockEverything() {
  auto pLootBase = base + 0x9F0C910; // signature 48 8D 0D ? ? ? ? 48 8D 44 24 ? C7 44
  struct LootItem {
    int m_itemId;
    int m_itemQuantity;
  };
  struct StringTable {
    char* name;
    int columnCount;
    int rowCount;
  };

  auto pInventory = (LootItem*)((uintptr_t)pLootBase + 64);
  auto pNumItems = (uint32_t*)((uintptr_t)pLootBase + 240064);
  int curCount = *pNumItems;

  auto updateOrAddItem = [\&] (int itemId, int quantity) {
    bool bFound = false;
    for (int i = 0; i \< 30000; i++) {
      if (pInventory[i].m_itemId == itemId \&\& pInventory[i].m_itemQuantity \< 1) {
        pInventory[i].m_itemQuantity++;
        bFound = true;
        break;
      }
    }
    if (!bFound) {
      pInventory[curCount].m_itemId = itemId;
      pInventory[curCount].m_itemQuantity = 1;
      curCount++;
      (*pNumItems)++;
      *(BYTE*)((uintptr_t)pLootBase + 240072) = 0;
    }
  };

  StringTable* loot_master = nullptr;
  StringTable_GetAsset("loot/loot_master.csv", \&loot_master);

  for (int i = 1; i \< loot_master-\>rowCount; i++) {
    char* loot_type = StringTable_GetColumnValueForRow(loot_master, i, 2);
    if (strstr(loot_type, "iw8_") || loot_type[0] == '#') continue;
    
    char buf[1024];
    sprintf_s(buf, "loot/%s_ids.csv", loot_type);
    StringTable* string_table = nullptr;
    StringTable_GetAsset(buf, \&string_table);
    if (!string_table) continue;

    for (int s = 0; s \< string_table-\>rowCount; s++) {
      updateOrAddItem(atoi(StringTable_GetColumnValueForRow(string_table, s, 0)), 1);
    }
  }
}

pMoveResponseToInventory: 40 53 55 56 57 41 55 41 56 48 83 EC 28 4C
pLootBase: 48 8D 0D ? ? ? ? 48 8D 44 24 ? C7 44
StringTable_GetAsset: E8 ? ? ? ? 48 8D 15 ? ? ? ? 8D 4B 36
StringTable_GetColumnValueForRow: E8 ? ? ? ? 33 D2 48 8B C8 44 8D 42 16

Summary of Features
This method unlocks the entire armory, operator skins, vehicle camos, watches, and even unreleased bundles. It works by iterating through loot_master.csv and its associated sub-tables. Since IW uses a fairly predictable structure for their loot database, this logic is relatively stable across patches as long as you update the offsets.

Keep in mind that while these items stay applied, this is still a "soft" unlock. If you clear your cache or the game's data structure changes significantly, you'll need to run the injection again.

Anyone tested this on the latest patch for offsets stability?
 
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