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War Rock Cheat Programming Discussion

Discussion on War Rock Cheat Programming Discussion within the WarRock forum part of the Shooter category.

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Old 07/05/2013, 20:06   #16
 
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Quote:
Originally Posted by scraprecon View Post
No, someone already gave me that one. I need the one right after that one (10-31-12). Thanks though

Download:

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Old 07/06/2013, 18:09   #17
 
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I have a question about ASM_Bullets(0x50FC52)

If I check this address in OllyDebug this gives me 2 bytes: FFFF

Is this addy correct??
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Old 07/06/2013, 18:39   #18
 
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Quote:
Originally Posted by ChetUbetcha View Post
I have a question about ASM_Bullets(0x50FC52)

If I check this address in OllyDebug this gives me 2 bytes: FFFF

Is this addy correct??
Try this one : 0x005102EC
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Old 07/09/2013, 19:23   #19
 
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Quote:
Originally Posted by n4n033 View Post
Try this one : 0x005102EC
thats visual only?
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Old 07/14/2013, 23:53   #20
 
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Kazbah Aimbot *hust*

Code:
#define PI 3.14159265f
#define RADTODEG(radian) ((180.0f / PI) * (radian))
FLOAT CalculateYaw(INT dwIndex)
{
	FLOAT ViewX = p_Player->pGlobal[dwIndex]->ViewX - p_Player->pLocal->ViewX;
	FLOAT ViewZ = p_Player->pGlobal[dwIndex]->ViewZ - p_Player->pLocal->ViewZ;
	FLOAT YawCorrection = 0;

	return float(RADTODEG(atan2(ViewZ+YawCorrection,ViewX))-90);
}

FLOAT CalculatePitch(INT dwIndex)
{
	FLOAT AngelX = p_Player->pGlobal[dwIndex]->ViewX - p_Local->PosX;
	FLOAT AngelY = p_Player->pGlobal[dwIndex]->ViewY - p_Local->PosY;
	FLOAT AngelZ = p_Player->pGlobal[dwIndex]->ViewZ - p_Local->PosZ;
	FLOAT PitchCorrection = 0;

    return float( -1 * (atan( (AngelY + PitchCorrection) / sqrt( AngelX * AngelX + AngelZ * AngelZ )) * 180 / M_PI ) );
}

int GetNearestPlayer()
{
	int MyIndex = 0;
	float MyDistance = 0; 
	float MaxDistance = 100000000.0f;

	for (int MaxPlayer = 0; MaxPlayer < 32; MaxPlayer++)
	{
		DWORD dwServerPtr = ADR_POINTER_SERVER;
		CPlayerInfo *pInfo = GetPlayerInfo(MaxPlayer);
	    CPlayerInfo *pLocalInfo = GetPlayerInfo(p_Player2->pLocal->Index);
		if (MaxPlayer != *(INT*)(dwServerPtr+ADR_OFFSET_LOCALPLAYERSIZE) )
		{
			if (cAimbot.CH_AimEnemy == 1 && GetGlobalInfo(MaxPlayer)->Team ==  GetGlobalInfo ( GetLocalInfo() ) ->Team)
			{
				continue;
			}
			else
			{
				if( GetGlobalInfo(MaxPlayer)->Health > 0 )
				{
					MyDistance = GetDistance(p_Player2->pLocal,p_Player2->pGlobal[MaxPlayer]);
					if ( MyDistance < MaxDistance )
					{
						MaxDistance = MyDistance;	
						MyIndex = MaxPlayer;
					}
				}	
			}
		}
	}
	return MyIndex;
}

int AimKeys;
void Aimbot()
{
	DWORD PlayerCheck = *reinterpret_cast<DWORD *>(ADR_PlayerPointer);

	switch ( cAimbot.CH_AimKey )
	{
		case 1:AimKeys = VK_LBUTTON;break;
	}

	if ( PlayerCheck !=0 )
	{
		if ( ( cAimbot.CH_AimKey == 0 ) ||  ( GetAsyncKeyState (AimKeys) & 0x8000  ) )
		{
			p_Local->Pitch = CalculatePitch(GetNearestPlayer());
			p_Local->Yaw = CalculateYaw(GetNearestPlayer());
		}
	}		
}

//----------------------------------------
// PresentSource
//----------------------------------------

	if(cAimbot.CH_AimBot)
	{
		Aimbot();
		NoRecoil = 1;
	}


Credits: Super Kazbah :)
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Old 07/15/2013, 18:24   #21
 
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Quote:
Originally Posted by SilverRazzer <3 View Post
Code:
#define PI 3.14159265f
#define RADTODEG(radian) ((180.0f / PI) * (radian))

// ...

FLOAT CalculatePitch(INT dwIndex)
{
	FLOAT AngelX = p_Player->pGlobal[dwIndex]->ViewX - p_Local->PosX;
	FLOAT AngelY = p_Player->pGlobal[dwIndex]->ViewY - p_Local->PosY;
	FLOAT AngelZ = p_Player->pGlobal[dwIndex]->ViewZ - p_Local->PosZ;
	FLOAT PitchCorrection = 0;

    return float( -1 * (atan( (AngelY + PitchCorrection) / sqrt( AngelX * AngelX + AngelZ * AngelZ )) * 180 / M_PI ) );
}
Das crasht, wenn AngelX und AngelZ null sind. Ein Check mit std::isnormal hilft (das gibt true zurück, wenn der gegebene Wert keiner der folgenden ist: infinity, -infinity, NaN, null oder in die Kategorie subnormal fällt.
Der Header dafür ist <cmath>.

Anbei - unkommentiert, aber auf Fragen antworte ich - mein Header aimbot_math.hpp

Code:
#pragma once
#include <type_traits>
#include <utility>
#include <cmath>

namespace aimbot
{
    namespace coordinates
    {
        namespace spherical
        {
            template <typename Arithmetic>
            typename std::enable_if<std::is_arithmetic<Arithmetic>::value, Arithmetic>::type
            radius(Arithmetic x, Arithmetic y, Arithmetic z)
            {
                return std::sqrt((x * x) + (y * y) + (z * z));
            }
            
            template <typename Arithmetic>
            typename std::enable_if<std::is_arithmetic<Arithmetic>::value, Arithmetic>::type
            inclination(Arithmetic z, Arithmetic radius)
            {
                if (std::isnormal(radius))
                    return std::acos(z / radius);
                return Arithmetic{};
            }
            
            template <typename Arithmetic>
            typename std::enable_if<std::is_arithmetic<Arithmetic>::value, Arithmetic>::type
            inclination(Arithmetic x, Arithmetic y, Arithmetic z)
            {
                return inclination(z, radius(x, y, z));
            }
            
            template <typename Arithmetic>
            typename std::enable_if<std::is_arithmetic<Arithmetic>::value, Arithmetic>::type
            azimuth(Arithmetic x, Arithmetic y)
            {
                return std::atan2(y, x);
            }
        }
        
        namespace cartesian
        {
            template <typename Arithmetic>
            typename std::enable_if<std::is_arithmetic<Arithmetic>::value, Arithmetic>::type
            x(Arithmetic radius, Arithmetic inclination, Arithmetic azimuth)
            {
                return radius * std::sin(inclination) * std::cos(azimuth);
            }
            
            template <typename Arithmetic>
            typename std::enable_if<std::is_arithmetic<Arithmetic>::value, Arithmetic>::type
            y(Arithmetic radius, Arithmetic inclination, Arithmetic azimuth)
            {
                return radius * std::sin(inclination) * std::sin(azimuth);
            }
            
            template <typename Arithmetic>
            typename std::enable_if<std::is_arithmetic<Arithmetic>::value, Arithmetic>::type
            z(Arithmetic radius, Arithmetic inclination)
            {
                return radius * std::cos(inclination);
            }
        }
    }
}
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Old 07/23/2013, 16:59   #22
 
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2D Box with bones
Code:
void Draw2DBox(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 Head, D3DXVECTOR3 Foot, DWORD dwColor )
{
	D3DXVECTOR3 Box = Head - Foot;

	if( Box.y < 0 )
	Box.y *= -1;

	int BoxWidth = (int)Box.y / 2;
	int DrawX = (int)Foot.x - ( BoxWidth / 2 );
	int DrawY = (int)Head.y;

	Kazbah->DrawRectangle( pDevice , DrawX , DrawY , BoxWidth , (int)Box.y , 1 , dwColor );
}
Credits: s0beit
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Old 07/24/2013, 13:13   #23
 
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Old 07/24/2013, 13:34   #24
 
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cplayerinfo update? anyone?
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Old 07/24/2013, 20:20   #25
 
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Weaponliste..

Aus korea
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Old 07/25/2013, 00:30   #26
 
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Quote:
Originally Posted by boknoy24 View Post
cplayerinfo update? anyone?
The only change was struct size. No offsets moved.
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Old 07/25/2013, 21:39   #27



 
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Hat mal eben jemand den aktuellen Serverpointer für mich?
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Old 07/25/2013, 21:43   #28
 
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Quote:
Originally Posted by Yazzn (: View Post
Hat mal eben jemand den aktuellen Serverpointer für mich?
ADR_SERVERPOINTER 0xAE7AE4
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Old 07/25/2013, 22:29   #29
 
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Wo sind überhaupt die ganzen addylisten aufeinmal? xD
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Old 07/25/2013, 22:50   #30
 
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Quote:
Originally Posted by .BlackHat View Post
Wo sind überhaupt die ganzen addylisten aufeinmal? xD
Dispears and no one is asking for it so don't think it's needed to it be posted.
& In my part, i decided to stop sharing any kinda stuff as public since there are too many Leech, C&P and sharing that totally ****** this game with VIP features as public.
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