WarRock - Pointer und Offsets

08/25/2012 11:55 Deltran_#196
#Request

Structs ( Player & Server )
08/25/2012 12:22 *KingDevil*#197
Quote:
Originally Posted by Deltran_ View Post
#Request

Structs ( Player & Server )
============== BuRn3R Struct Logger =============
== Structs: CPlayer, CServer, CBase & CVehicle ==
=================================================
struct CPlayer
{
char BuRn3R1[7424];//0x00
int GlobalIndex;//0x1D00
char BuRn3R2[42808];//0x1D04
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char BuRn3R3[72];//0xC448
BYTE Index;//0xC490
char BuRn3R4[19];//0xC491
float GravityX;//0xC4A4
float GravityY;//0xC4A8
float GravityZ;//0xC4AC
char BuRn3R5[24];//0xC4B0
int WeaponState;//0xC4C8
char BuRn3R6[15416];//0xC4CC
float PlayerSpeed;//0x10104
float NoSpread;//0x10108
float FastNadeBlast;//0x1010C
char BuRn3R7[136];//0x10110
int PlayerView3D;//0x10198
char BuRn3R8[4];//0x1019C
float Pitch;//0x101A0
char BuRn3R9[24];//0x101A4
float Yaw;//0x101BC
char BuRn3R10[12];//0x101C0
float ViewX;//0x101CC
float ViewY;//0x101D0
float ViewZ;//0x101D4
char BuRn3R11[12];//0x101D8
WORD Weapon1;//0x101E4
WORD Weapon2;//0x101E6
WORD Weapon3;//0x101E8
char BuRn3R12[90];//0x101EA
BYTE PlayerState;//0x10244
char BuRn3R13[155];//0x10245
float NoFallDamage;//0x102E0
char BuRn3R14[20];//0x102E4
float PosX;//0x102F8
char BuRn3R15[4];//0x102FC
float PosY;//0x102F0
char BuRn3R16[4];//0x102F4
float PosZ;//0x10300
char BuRn3R17[100];//0x10304
DWORD AutoPlant;//0x10368
DWORD AutoDefuse;//0x1036C
char BuRn3R18[14];//0x10370
DWORD AutoShot;//0x1037E
char BuRn3R19[106];//0x10382
float NoM134Idle;//0x103EC
char BuRn3R20[23828];//0x103F0
int LocalIndex;//0x16104
};

struct CServer
{
char BuRn3R1[292];//0x00
BYTE AntiAbnormal1;//0x124
BYTE AntiAbnormal2;//0x125
char BuRn3R2[570];//0x126
BYTE AntiAbnormal3;//0x360
BYTE AntiAbnormal4;//0x361
char BuRn3R3[554];//0x362
int Premium;//0x58C
long PremiumDays;//0x590
char BuRn3R4[793292];//0x594
int SuperMaster;//0xC2060
char BuRn3R5[20565];//0xC2064
BYTE Slot1;//0xC70B9
BYTE Slot2;//0xC70B5
BYTE Slot3;//0xC70B6
BYTE Slot4;//0xC70B7
BYTE Slot5;//0xC70BC
BYTE Slot6;//0xC70B9
BYTE Slot7;//0xC70BA
BYTE Slot8;//0xC70BB
char BuRn3R6[98524];//0xC70BC
long Level;//0xDF198
char BuRn3R7[396];//0xDF19C
long Dinar;//0xDF328
char BuRn3R8[16];//0xDF32C
long Invisible;//0xDF33C
char BuRn3R9[5440];//0xDF340
int RoomMaster//0xE0880
};

struct CVehicle
{
char BuRn3R1[10706772];//0x00
float Pitch;//0xA35F54
float Yaw;//0xA35F58
};

struct CBase
{
CPlayer* pLocal;//0xA363B8
char* BuRn3R1[1197020];//0xA363BC
CPlayer** pGlobal;//0xB5A798
};
=================================================
=============== Credits: BuRn3R =================
============== Succesfully Logged ===============
=============== [Only registered and activated users can see links. Click Here To Register...] ===============
=================================================
08/25/2012 12:36 CyberVeezy :)#198
Quote:
Originally Posted by *BlackDevil* View Post
Suche MEM_NoReload addy, und am besten noch die Pattern oder ein kleines tut wie ich die finden kann :) oder muss man die genau so suchen wie OFFSETS und so?

Würde ja gerne gucken aber bin gerade mit dem Handy on :D
Code:
#define ADR_NORELOAD 0x10405
Quote:
Originally Posted by *SourceCoder* View Post
#Request
ASM_AUTOMEDIC
ASM_OPK
Code:
#define ASM_AUTOMEDIC 0x4EBB53
08/25/2012 12:51 Phantom.#199
Quote:
Originally Posted by CyberVeezy :) View Post
Code:
#define ADR_NORELOAD 0x10405
Code:
#define ASM_AUTOMEDIC 0x4EBB53
Das ist das Offset, er hat aber nach den Memory Addys gefragt.
Code:
#define ADR_NORELOAD1               0x4FE860
#define ADR_NORELOAD2               0x4FE868
#define ADR_NORELOAD3               0x85D7EC
Credits: Me,UnknownPK
08/26/2012 08:32 scraprecon#200
#request
Redline's 8 AutoShoot Artillery Addys. They don't have to be updated ( they can be from last update , but please no older than 8.8 ).

Anti:
// UNLIMITED AMMO
{
if(Player != 0)
{
MemoryEdit((void*)(ASM_UNLAMMO),"\xC3",1);
}
else
{
MemoryEdit((void*)(ASM_UNLAMMO),"\x56",1);
}
}
08/26/2012 10:37 *Last*#201
#Req WarRock Dump 26.08.12
08/26/2012 10:48 hero9910#202
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08/26/2012 18:30 *KingDevil*#203
Code:
//******************************************************************\
//********************KingDevil* AddyLogger V.1.0*******************\
//*************************Version [PRIVATE]************************\
//******************************************************************\


~Pointers Startet~
#define ADR_PLAYERPOINTER 0xA363B8
#define ADR_SERVERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0xA541DC
#define ADR_BASEPOINTER 0xA8D258
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_DEVICEPOINTER 0x88E01C
#define ADR_USERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0x8F77C0
#define ADR_VIEW_ANGELS 0xA35EF0

~Pointers End~



~Adresses Startet~

#define ADR_SPEED 0xA8EDF8
#define ADR_HIGH_MODE 0x891430
#define ADR_IMDRUNK 0xA362B4
#define ADR_NXCASH 0xA362F8
#define ADR_VIRTUALJUMP 0x85DBBC
#define ADR_CQC_PRONE 0xB62A3C
#define ADR_PLAYERSPEED 0x10104
#define ADR_PLANTANYWHERE 0xA35F32
#define ADR_DEFUSEANYWHERE 0x8F78AC
#define ADR_NOBOUNDS1 0xB69E80
#define ADR_NOBOUNDS2 0xB69E84
#define ADR_NOBOUNDS3 0xB69E88
#define ADR_ANTI_AFK 0xB69E58
#define ADR_SUPERNOSPREAD 0x891030

~Adresses End~



~Fast Stuff Startet~

#define ADR_FAST_AMMO 0xA3AD74
#define ADR_FAST_MEDIC 0xA3AD7C
#define ADR_FAST_FLAG 0xA3AD84
#define ADR_FAST_REPAIR 0xA3720C

~Fast Stuff End~



~User Stuff Startet~

#define ADR_USER_NAME 0xA8DC1C
#define ADR_USER_READY 0xA8EE88
#define ADR_USER_TEAM 0xA8EF34
#define ADR_USER_HEALTH 0xA8EDEC

~User Stuff End~



~Offsets Startet~

#define OFS_GLOBAL_PLAYER_SIZE 0x1D00
#define OFS_ROOMNUMBER 0xE0880
#define OFS_MYPLAYERSLOT 0xE0884
#define OFS_MYTEAM 0xE0888
#define OFS_PLAYERSTATE 0xC4C4
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_STARTROOMSIZE 0xA8
#define OFS_NOFALLDAMAGE 0x102E0
#define OFS_SLOT1 0xC70B8
#define OFS_SLOT2 0xC70B9
#define OFS_SLOT3 0xC70BA
#define OFS_SLOT4 0xC70BB
#define OFS_SLOT5 0xC70BC
#define OFS_SLOT6 0xC70BD
#define OFS_SLOT7 0xC70BE
#define OFS_SLOT8 0xC70BF
#define OFS_PREMIUM1 0x58C
#define OFS_PREMIUM2 0x590
#define OFS_NORECOIL1 0xC43C
#define OFS_NORECOIL2 0xC440
#define OFS_NORECOIL3 0xC444
#define OFS_NOSPREAD 0x10108
#define OFS_INDEX 0xC490
#define OFS_GRAVITY_X 0xC4A4
#define OFS_GRAVITY_Y 0xC4A8
#define OFS_GRAVITY_Z 0xC4AC
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_AUTOPLANT 0x10368
#define OFS_AUTODEFUSE 0x1036C
#define OFS_VIEW_X 0x101CC
#define OFS_VIEW_Y 0x101D0
#define OFS_VIEW_Z 0x101D4
#define OFS_PITCH 0x101A0
#define OFS_YAW 0x101BC
#define OFS_WEAPON_1 0x101E4
#define OFS_WEAPON_2 0x101E6
#define OFS_WEAPON_3 0x101E8
#define OFS_NOM134IDLE 0x103F0
#define OFS_FASTNADEBLAST 0x1010C
#define OFS_X 0x102F8
#define OFS_Y 0x10308
#define OFS_Z 0x10300

~Offsets End~ 



~Memorys Startet~

#define MEM_AUTOREPAIR 0xA35F3B
#define MEM_BONESHOT 0x891FA8
#define MEM_INVISIBLE 0xE0880
#define MEM_STAMINA1 0x85E43C
#define MEM_STAMINA2 0x85E440
#define MEM_STAMINA3 0x85E444
#define MEM_STAMINA4 0x85E448
#define MEM_STAMINA5 0x85E44C
#define MEM_WTW 0x85DB88
#define MEM_WTH 0x88DAD8
#define MEM_WUW 0xA3D58C
#define MEM_STW 0x858644
#define MEM_QUICK_PLANT 0xA35F14
#define MEM_QUICK_DEFUSE 0xA35F14

~Memorys End~



~Assemblers Startet~

#define ASM_UNLIMITED_AMMO 0x4F7430
#define ASM_OPK 0x407E14
#define ASM_MESSAGEBOX 0x4AFC37
#define ASM_ENGINETEXT 0x401073

~Assemblers End~




struct CPlayer
{
	char KingDevil1[50236];//0x00
	float NoRecoil1;//0xC43C
	float NoRecoil2;//0xC440
	float NoRecoil3;//0xC444
	char KingDevil2[72];//0xC448
	BYTE Index;//0xC490
	char KingDevil3[19];//0xC491
	float GravityX;//0xC4A4
	float GravityY;//0xC4A8
	float GravityZ;//0xC4AC
	char KingDevil4[24];//0xC4B0
	int WeaponState;//0xC4C8
	char KingDevil5[15420];//0xC4CC
	float NoSpread;//0x10108
	float FastNadeBlast;//0x1010C
	char KingDevil6[144];//0x10110
	float Pitch;//0x101A0
	char KingDevil7[24];//0x101A4
	float Yaw;//0x101BC
	char KingDevil8[12];//0x101C0
	float ViewX;//0x101CC
	float ViewY;//0x101D0
	float ViewZ;//0x101D4
	char KingDevil9[12];//0x101D8
	WORD Weapon1;//0x101E4
	WORD Weapon2;//0x101E6
	WORD Weapon3;//0x101E8
	char KingDevil12[20];//0x102E4
	float PosX;//0x102F8
	char KingDevil13[-12];//0x102FC
	float PosY;//0x10308
	char KingDevil14[12];//0x102F4
	float PosZ;//0x10300
	char KingDevil15[100];//0x10304
	DWORD AutoPlant;//0x10368
	DWORD AutoDefuse;//0x1036C
	char KingDevil16[14];//0x10370
	DWORD AutoShot;//0x1037E
	char KingDevil17[106];//0x10382
	float NoM134Idle;//0x103F0
};
***********************************************************************
//*************************End Logging*********************************
//********************Sucessfully Loggs: [91]**************************
//***************CPlayer Struct: [Sucessfully Logged]****************\
//*********************************************************************
//***************Credits AdrenalinaPL for ASM Pattern********************
#Request wie kann ich ASM Pattern finden? Wie man die Bytes findet weiß ich schon nur wie muss ich das aufschreiben?

THX nicht vergessen :P

@ -Marekiarox-

#define ADR_GLASSWALLS 0x85E43C

Give Credis when u Release!
08/26/2012 20:39 -Marekiarox-#204
#Req ADR_GlassWalls
08/26/2012 22:09 xMicroX#205
Basta guarda indietro...

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Quote:
#define GlassWall 0x00A35FE4
08/27/2012 00:10 scraprecon#206
#request
Working ASM_OPK
08/27/2012 00:48 alfmkwndk#207
#request

MemoryEdit
08/27/2012 06:23 boknoy24#208
#Request BreakLimit
08/27/2012 07:59 AdrenalinaPL#209
Quote:
Originally Posted by boknoy24 View Post
#Request BreakLimit
Code:
#define ADR_BreakLimit			0x890F50
08/27/2012 10:13 futbolcuadem#210
request#
#define ADR_HSCallBack1
#define ADR_HSCallBack2
#define ADR_HSNanoScan1
#define ADR_HSNanoScan2
#define EhsvcSelfCrC
#define Detection
#define NanoCheck1
#define NanoCheck2
#define HSAntiCrash
#define ADR_ASMDETECTION
#define NanoCheck3

and how to find these addys..