KP, aber die alten Addys funktionieren noch.
Müssten die neuesten sein. Die, die ich testete, funktionieren auch. :)Quote:
sind des die neuesten Addys oda gibts wieder neue
weil bei mir klappt nur D3D
und Levelhack xD
aber rest net
if( cVar.alwayscrosshair )
{
*(BYTE*)(dwADR_ALWAYSCROSS) = 0x14;
}
addys haben sich nciht geändertQuote:
-----------------------------------------------------
----------KaaammmmeeeeeHaaaammmeeeeHaaaaaa-----------
-----------------------Wusch-------------------------
-----------------------------------------------------
-----------------Gotens_Addylogger-------------------
-----------------------V1.3--------------------------
-----------------------------------------------------
--------------------Pointer--------------------------
#define ADR_Serverpointer 0x00ABDE08
#define ADR_Playerpointer 0x00BC3228
#define ADR_BasePointer 0x00AF8400
#define ADR_WeaponPointer 0x0096818C
-----------------------------------------------------
--------------------Menorys--------------------------
#define ADR_AntiAfk 0x00A44888
#define ADR_WalkUnderWater 0x00A4A760
#define ADR_CQCProne 0x00967F70
#define ADR_CQCSpawn 0x00967F70
#define ADR_HeightWater 0x00A4A760
#define ADR_FastHealth 0x00A47D18
#define ADR_FastAmmo 0x00A47D14
#define ADR_FastFlag 0x00A47D20
#define ADR_FastRepair 0x00A47D0C
#define ADR_NoSpread 0x00A44868
#define ADR_NoBounds1 0x00A6F088
#define ADR_NoBounds2 0x00A6F080
#define ADR_NoBounds2 0x00A6F084
#define ADR_Speed 0x008F2F3C
#define ADR_Spawn1 0x00A77C98
#define ADR_Spawn2 0x00A77C94
#define ADR_Spawn3 0x00A77C90
#define ADR_FogFar 0x00A4A76C
#define ADR_FogNear 0x00A4A768
#define ADR_VisualJump 0x008E385C
#define ADR_WTW 0x0078DB67
#define ADR_Escalator1 0x0078E9C7
#define ADR_Escalator2 0x0078EB04
---------------------PXItems-------------------------
#define PX_Sniper2 0x00A44850
#define PX_Bandage 0x00A44852
-------------------D3DESPItems-----------------------
#define ESP_D3DHealth 0x00AF9F94
#define ESP_D3DTeam 0x00AFA0D0
---------------------Offsets-------------------------
#define OFS_Max_Player 0x00FCD1C
#define OFS_X 0x00102D4
#define OFS_Y 0x00102DC
#define OFS_Z 0x00102D8
#define OFS_LowGravityOfs_X VIP
#define OFS_LowGravityOfs_Y VIP
#define OFS_LowGravityOfs_Z VIP
#define OFS_NFD 0x00103A8
#define OFS_Slot1 0x001021A0
#define OFS_Slot2 0x001021A1
#define OFS_Slot3 0x001021A2
#define OFS_Slot4 0x001021A3
#define OFS_Slot5 0x001021A4
#define OFS_Slot6 0x001021A5
#define OFS_Slot7 0x001021A6
#define OFS_Slot8 0x001021A7
#define OFS_Level 0x0011A610
#define OFS_Dinar 0x0011A620
-----------------------------------------------------
---------------------Credits:------------------------
---------------------NoName--------------------------
-------------------Son_Goten-------------------------
-----------------------------------------------------
-----------------------------------------------------
-----The-Addylogger-is-made for-YouOwnedSkillz-------
-----------------------------------------------------
---------------------Visit-Us------------------------
-----------------------------------------------------
---------------------Don`t-leach!!!------------------
-----------------------------------------------------
Je nach dem.Quote:
Mal ’ne Frage:
Wie finde ich heraus, welche Werte hinter "*(BYTE*)(dwADR_ALWAYSCROSS) =" kommen müssen?
müsste doch eigdl. richtig sein oder?Quote:
if(CH_QuickPlant == 1)
{
*(float*)ADR_QUICKPLANT = 0x7D,0x16;
}
In der normalen .exe oder brauche ich Dumped_Warrock.exe?Quote:
Je nach dem.
z.B.: No Spread, du willst dass No Spread 0 ist, also ist der Wert halt dementsprechend 0.
z.B.: Always Crosshair - in der WarRock.exe nachschauen was für Werte es für diese Adresse gibt und schauen welcher für 'crosshair anzeigen' ist
void Hack()
{
HMODULE hD3D9Dll;
do
{
hD3D9Dll = GetModuleHandleA("d3d9.dll");
Sleep(20);
} while(!hD3D9Dll);
DWORD dwPresent = GetAddressPtr(17);
DWORD dwReset = GetAddressPtr(16);
Sleep(100);
pPresent = (oPresent)E9Detours2((PBYTE)dwPresent, (PBYTE)myPresent, 7);
pReset = (oReset)E9Detours2((PBYTE)dwReset, (PBYTE)myReset, 7);//mom
Sleep(2000);
while( 1 )
{
if(Speed == 1)
{
*(float*)(ADR_SPEED) = 110;
}
if(Speed == 2)
{
*(float*)(ADR_SPEED) = 120;
}
if(Speed == 3)
{
*(float*)(ADR_SPEED) = 130;
}
if(Speed == 4)
{
*(float*)(ADR_SPEED) = 140;
}
if(Speed == 5)
{
*(float*)(ADR_SPEED) = 150;
}
if(Speed == 6)
{
*(float*)(ADR_SPEED) = 200;
}
if(Speed == 7)
{
*(float*)(ADR_SPEED) = 300;
}
if(Speed == 8)
{
*(float*)(ADR_SPEED) = 500;
}
if(Speed == 9)
{
*(float*)(ADR_SPEED) = 1000;
}
if(Speed == 10)
{
*(float*)(ADR_SPEED) = 2000;
}
if(Speed == 11)
{
*(float*)(ADR_SPEED) = 5000;
}
if(Speed == 12)
{
*(float*)(ADR_SPEED) = 10000;
}
Sleep(25);
}
und pitch genauso nur halt pLocal->pitchQuote:
pLocal->yaw = CalculateYaw(g_pBase->local, g_pBase->player[NearestPlayer]);