<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="46">
  <CheatEntries>
    <CheatEntry>
      <ID>2304</ID>
      <Description>"Halo: Spartan Strike"</Description>
      <Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
      <Color>C08000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(One,Game.exe,8B B8 CC 00 00 00)
alloc(newmem,$1000)
alloc(Two,4)

label(code)
label(return)

Two:
  dd 0

newmem:

code:
  mov [Two],eax
  mov edi,[eax+000000CC]
  jmp return

One:
  jmp newmem
  nop

return:
registersymbol(One)
registersymbol(Two)

[DISABLE]

One:
  db 8B B8 CC 00 00 00

unregistersymbol(One)
unregistersymbol(Two)
dealloc(newmem)
dealloc(Two)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2311</ID>
          <Description>"==== General ===="</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <Color>C080FF</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>2299</ID>
              <Description>"Infinite Health"</Description>
              <Color>C08000</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]

aobscanmodule(Three,Game.exe,F3 0F 10 43 1C F3 0F 59 05)
aobscanmodule(Four,Game.exe,F3 0F 10 47 1C F3 0F 5E)

alloc(newmemOne,$1000)
alloc(newmemTwo,$1000)

registersymbol(Three)
registersymbol(Four)

label(codeOne)
label(codeTwo)
label(returnOne)
label(returnTwo)

newmemOne:

codeOne:
  movss xmm0,[ebx+24]
  movss [ebx+1C],xmm0
  jmp returnOne

Three:
  jmp newmemOne

returnOne:

newmemTwo:
  cmp dword ptr [edx+B4],0
  jne codeTwo
  movss xmm0,[edi+24]
  movss [edi+1C],xmm0
  jmp returnTwo

codeTwo:
  movss xmm0,[edi+1C]
  jmp returnTwo

Four:
  jmp newmemTwo

returnTwo:

[DISABLE]

Three:
  db F3 0F 10 43 1C

Four:
  db F3 0F 10 47 1C

unregistersymbol(Three)
unregistersymbol(Four)

dealloc(newmemOne)
dealloc(newmemTwo)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>2308</ID>
              <Description>"Infinite Ammunition"</Description>
              <Color>C08000</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]

aobscanmodule(Five,Game.exe,F3 0F 10 56 1C F3 0F 10 4E)
aobscanmodule(Six,Game.exe,F3 0F 58 46 1C F3 0F 11 04 24)
aobscanmodule(Seven,Game.exe,D9 40 1C D9 7C 24 04)

alloc(newmemOne,$1000)
alloc(newmemTwo,$1000)
alloc(newmemThree,$1000)

registersymbol(Five)
registersymbol(Six)
registersymbol(Seven)

label(codeOne)
label(codeTwo)
label(codeThree)
label(returnOne)
label(returnTwo)
label(returnThree)
label(Eight)

newmemOne:

codeOne:
  movss xmm2,[esi+24]
  movss [esi+1C],xmm2
  jmp returnOne

Five:
  jmp newmemOne

returnOne:

newmemTwo:

codeTwo:
  movss xmm0,[esi+24]
  movss [esi+1C],xmm0
  jmp returnTwo

Six:
  jmp newmemTwo

returnTwo:

newmemThree:

codeThree:
  fld dword ptr [Eight]
  fstp dword ptr [eax+1C]
  fld dword ptr [eax+1C]
  fnstcw [esp+04]
  jmp returnThree

Eight:
  dd (float)5

Seven:
  jmp newmemThree
  nop 2

returnThree:

[DISABLE]

Five:
  db F3 0F 10 56 1C

Six:
  db F3 0F 58 46 1C

Seven:
  db D9 40 1C D9 7C 24 04

unregistersymbol(Five)
unregistersymbol(Six)
unregistersymbol(Seven)

dealloc(newmemOne)
dealloc(newmemTwo)
dealloc(newmemThree)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>3003</ID>
              <Description>"No Armor Ability Cooldown"</Description>
              <Color>C08000</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]

aobscanmodule(Nine,Game.exe,D9 40 1C D9 7C 24 24)

alloc(newmem,$1000)
alloc(Ten,1)

registersymbol(Nine)
registersymbol(Ten)

label(codeOne)
label(codeTwo)
label(codeThree)
label(return)
label(Eleven)
label(Twelve)
label(Thirteen)

newmem:
  movss xmm0,[eax+1C]
  ucomiss xmm0,[Eleven]
  ja codeOne
  cmp byte ptr [Ten],1
  je codeThree
  mov byte ptr [Ten],1
  jmp codeThree

codeOne:
  cmp byte ptr [Ten],1
  jne codeThree
  ucomiss xmm0,[Twelve]
  jb codeThree

codeTwo:
  movss xmm2,[Thirteen]
  movss [eax+1C],xmm2
  mov byte ptr [Ten],0

codeThree:
  fld dword ptr [eax+1C]
  fnstcw [esp+24]
  jmp return

Eleven:
  dd (float)2

Twelve:
  dd (float)3

Thirteen:
  dd (float)100

Nine:
  jmp newmem
  nop 2

return:

[DISABLE]

Nine:
  db D9 40 1C D9 7C 24 24

unregistersymbol(Nine)
unregistersymbol(Ten)

dealloc(newmem)
dealloc(Ten)
</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>2312</ID>
          <Description>"==== Extras ====="</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <Color>C080FF</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>2305</ID>
              <Description>"Credits"</Description>
              <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">??:Waiting
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>[Two]+CC</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>2335</ID>
              <Description>"⬆Open the upgrade screen to populate value."</Description>
              <Color>C0C0C0</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Comments>Created by: Outrun
https://opencheattables.com</Comments>
</CheatTable>
