WELCOME TO INFOCHEATS.NET

INFOCHEATS is a community-driven platform focused on free game cheats, cheat development, and verified commercial software for a wide range of popular games. We provide a large collection of free cheats shared by the community. All public releases are checked for malicious code to reduce the risk of viruses, malware, or unwanted software before users interact with them.

Alongside free content, INFOCHEATS hosts an active marketplace with many independent sellers offering commercial cheats. Each product is discussed openly, with user feedback, reviews, and real usage experience available to help you make informed decisions before purchasing.

Whether you are looking for free cheats, exploring paid solutions, comparing sellers, or studying how cheats are developed and tested, INFOCHEATS brings everything together in one place — transparently and community-driven.

Guide CS 1.6 — Reversing hw.dll for Entity List and Player Data

byte_corvus

Newbie
Newbie
Newbie
Newbie
Status
Offline
Joined
Mar 3, 2026
Messages
690
Reaction score
457
Still digging into GoldSrc? Finding the entity list in Counter-Strike 1.6 isn't exactly rocket science, but if you are tired of searching or just spinning up a new internal base, here is the direct path through hw.dll.

Locating the Entry Point
Throw hw.dll into IDA Pro. The most reliable way to find where the engine handles entities and client counts is by searching for specific formatted strings used in debugging or console prints.

  1. Search for the string:
    Code:
    "%s" %s %s %d %d %d %d\n
  2. Check the cross-references (Xrefs) for this string.
  3. Scroll up from the xref location. You should see the entity list pointer and the max clients variable sitting right next to each other.

Technical Offsets and Signatures
From a typical build, you are looking for these offsets (though addresses will vary by version, the logic holds):
  • Entity List Pointer: dword_807588
  • Max Clients: dword_807584
  • Stride/Size:
    Code:
    add ebx, 5018h

If you prefer signature scanning to avoid hardcoded offsets, use these patterns:
Code:
// Signature for A36B4
A1 ? ? ? ? 53 8B 1D ? ? ? ? 56 85 C0

// Signature for A36BA
8B 1D ? ? ? ? 56 85 C0

Accessing Player Data (pvPrivateData)
The offset points to the edict_t structure. To get the actual player data (like health, armor, etc.), you need to access the pvPrivateData pointer, which usually points to the CBasePlayer class in the game logic.

Code:
// Access CBasePlayer via edict_t
uintptr_t pCBasePlayer = *(uintptr_t*)(pEdict + 0x4B9C);  // 0x4B9C is pvPrivateData

// Read health from the private data (offset 0x1E0)
int health = *(int*)(pCBasePlayer + 0x1E0);

Client Data Structure
For those working on the visual side or movement exploits, here is the clientdata_t struct for reference. This is what you'll be parsing once you have the right pointers:

Code:
struct clientdata_t
{
    std::uint8_t        pad[0x88];
    vec3_t              origin;
    vec3_t              velocity;
    int                 viewmodel;
    vec3_t              punchangle;
    int                 flags;
    int                 waterlevel;
    int                 watertype;
    vec3_t              view_ofs;
    float               health;
    int                 b_in_duck;
    int                 weapons;
    int                 fl_time_step_sound;
    int                 fl_duck_time;
    int                 fl_swim_time;
    int                 waterjumptime;
    float               maxspeed;
    float               fov;
    int                 weaponanim;
    int                 m_i_id;
    int                 ammo_shells;
    int                 ammo_nails;
    int                 ammo_cells;
    int                 ammo_rockets;
    float               m_fl_next_attack;
    int                 tfstate;
    int                 pushmsec;
    int                 deadflag;
    char                physinfo[64];
    int                 iuser1;
    int                 iuser2;
    int                 iuser3;
    int                 iuser4;
    float               fuser1;
    float               fuser2;
    float               fuser3;
    float               fuser4;
    vec3_t              vuser1;
    vec3_t              vuser2;
    vec3_t              vuser3;
    vec3_t              vuser4;
};

Note that the max_clients value is typically sitting 4 bytes away from the entity pointer start. Standard value is 32 for most servers. If you are hitting nullptrs, double-check your pvPrivateData offset, as it can shift between different engine builds.

Anyone tested these signatures on the latest Steam build lately?
 
Top