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Stop wasting time with complex entity list decryption.
Most coders working on Modern Warfare internals get bogged down with Zydis and reversing the latest decryption logic for the entity list. There is a much lazier, more effective way to grab entity pointers by catching them while the game engine is already processing them.
The Hook Strategy
By hooking CG_EntityMP_ProcessEntity, you can intercept the entity pointers directly from the second argument. This bypasses the need to manually decrypt the global entity array and keeps your base relatively clean.
Signature for point of interest:
Implementation Logic
Entity Classification
Once you have the entity pointer stored, you need to check the type to filter out the noise. Based on the current structures, eType usually sits at
.
Confirmed Offsets
This method is essentially evergreen for internals because it relies on the engine's processing flow rather than the obfuscated storage.
Any of you guys found a more reliable function for centity processing that handles the bone structure concurrently?
Most coders working on Modern Warfare internals get bogged down with Zydis and reversing the latest decryption logic for the entity list. There is a much lazier, more effective way to grab entity pointers by catching them while the game engine is already processing them.
The Hook Strategy
By hooking CG_EntityMP_ProcessEntity, you can intercept the entity pointers directly from the second argument. This bypasses the need to manually decrypt the global entity array and keeps your base relatively clean.
Signature for point of interest:
Code:
E8 ? ? ? ? 4A 8B 8C EF ? ? ? ? 48 8B D3
Implementation Logic
Code:
namespace entities
{
typedef void(__fastcall* CG_EntityMP_ProcessEntity_t)(int localClientNum, uintptr_t entity);
CG_EntityMP_ProcessEntity_t oCG_EntityMP_ProcessEntity = nullptr;
uintptr_t g_centities[2046] = {};
int g_centityCount = 0;
void __fastcall hk_CG_EntityMP_ProcessEntity(int localClientNum, uintptr_t entity)
{
bool found = false;
for (int i = 0; i < g_centityCount; i++)
{
if (g_centities[i] == entity)
{
found = true;
break;
}
}
if (!found && g_centityCount < 2046)
g_centities[g_centityCount++] = entity;
oCG_EntityMP_ProcessEntity(localClientNum, entity);
}
uintptr_t CG_GetCentity(int index)
{
if (index < 0 || index >= g_centityCount) return 0;
return g_centities[index];
}
}
Entity Classification
Once you have the entity pointer stored, you need to check the type to filter out the noise. Based on the current structures, eType usually sits at
Code:
+0xE8
Code:
uintptr_t ent = hooks::entities::CG_GetCentity(i);
if (ent)
{
uint16_t eType = *(uint16_t*)(ent + 0xE8);
if (eType == 1) // ET_PLAYER
{
// Insert your ESP / Aimbot logic here
}
}
Confirmed Offsets
- ET_PLAYER: 1
- ET_AGENT: 0x11
- cent->pose: 0x1E0 (Angle: +0x40)
- cent->nextstate: 0xE0
- cent->nextstate.eType: 0xE8
- cent->nextState.lerp.eFlags: 0xEC
This method is essentially evergreen for internals because it relies on the engine's processing flow rather than the obfuscated storage.
Any of you guys found a more reliable function for centity processing that handles the bone structure concurrently?