WarRock EU - Code Snippets

03/14/2011 20:40 BlackLegend™#2641
Quote:
Originally Posted by .Mcmy™ View Post
Hallo,
ich hab was eigenes erfunden ^^.
Naja sieht genau so wie DIG aus ist es aber nicht.
Es ist Selfkill made by Mcmy™ :D.
:facepalm:[Crasht :D]


work:

DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}

Weil es der herr luzifer so will :D
03/14/2011 20:44 .Mcmy™#2642
Quote:
Originally Posted by BlackLegend™ View Post
:facepalm:[Crasht :D]


work:

if(selfkill == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}
Ne warum bei mir nicht?
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;

braucht man nicht unbedingt wenn mann es schon im Base drin hat.
Dann mach ich das mal weg ich publizier das dann nicht =D.
03/14/2011 20:47 •~•Pr0Sk1ll•~•#2643
Mcmy so workt des net :D
selfkill(so nutze ich ihn)
Code:
*(float*)(dwplp + OFS_Z) += 50000;
03/14/2011 20:51 *Luzifer*#2644
Quote:
Originally Posted by BlackLegend™ View Post
:facepalm:[Crasht :D]


work:

if(selfkill == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}
Ach ja der Schwarze :D
Wozu Dwordest du den Player und ServerPointer?
als anticrash schreib mal lieber so:
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}

Das ist aber SelfKill und Mcmy meint glaube ich Visueles DIG oda so xD
Naja anstat VirtualJump Addy runter zusetzten...
03/14/2011 21:00 .Mcmy™#2645
Quote:
Originally Posted by *Luzifer* View Post
Ach ja der Schwarze :D
Wozu Dwordest du den Player und ServerPointer?
als anticrash schreib mal lieber so:
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}

Das ist aber SelfKill und Mcmy meint glaube ich Visueles DIG oda so xD
Naja anstat VirtualJump Addy runter zusetzten...
Nene das ich habe ich durch zufall erfunden und das klappt habs selber paar mal getesten geht ganz normal ohne crash.
03/14/2011 22:18 wumpel97#2646
AHHHHHA also bei mir geht selfkill so :
Code:
void selfkill()
{
if(GetAsyncKeyState (VK_NUMPAD0) &1 )
{
*(float*)OFS_Z = -99999999999;
}
}
9999999999.... weil ich habe nfd -500000 ok?

Außerdem muss du nen hotkey einfügen weil wenn du nen raum betrits bist du tot und das bestimmt dooof oder?
03/14/2011 22:55 .Eragon#2647
Mach das "-" weg...dann gibt es keine Laggs..aber dennoch funktioniert es ;)
03/15/2011 09:21 wumpel97#2648
Wiso ich will du auf den boden schlage damit ich tot bin oder?
Geht schneller :D
03/15/2011 09:27 wumpel97#2649
Wie mache ich es das nur Die Wände durchsichtig werden ?
Ich habe mir nen code ausgedacht der funtioniert auch bring aber nicht das gewünschte ergebniss D:
Code:
void Walloff()
{
if(GetAsyncKeyState (VK_F7) &1)
{
*(float*)GlassWalls = 0;
}
}
und das ganze mit F8 an un d mit dem Wert 4 dan eben ...
aber mir wird alles ausgeblended selbst meine waffe und mein crsshair .....
bitte helft mir....
Kriegt auch thx ^^
03/15/2011 12:38 xxfabbelxx#2650
Quote:
Originally Posted by wumpel97 View Post
Wie mache ich es das nur Die Wände durchsichtig werden ?
Ich habe mir nen code ausgedacht der funtioniert auch bring aber nicht das gewünschte ergebniss D:
Code:
void Walloff()
{
if(GetAsyncKeyState (VK_F7) &1)
{
*(float*)GlassWalls = 0;
}
}
und das ganze mit F8 an un d mit dem Wert 4 dan eben ...
aber mir wird alles ausgeblended selbst meine waffe und mein crsshair .....
bitte helft mir....
Kriegt auch thx ^^

Code:
void GW(){ if(GetAsyncKeyState(VK_F7) &1){ *(float*)ADDR_GLASSWALLS = 4; } }
Value ist 4 :D
03/15/2011 14:24 .Mcmy™#2651
Quote:
Originally Posted by wumpel97 View Post
AHHHHHA also bei mir geht selfkill so :
Code:
void selfkill()
{
if(GetAsyncKeyState (VK_NUMPAD0) &1 )
{
*(float*)OFS_Z = -99999999999;
}
}
9999999999.... weil ich habe nfd -500000 ok?

Außerdem muss du nen hotkey einfügen weil wenn du nen raum betrits bist du tot und das bestimmt dooof oder?
Wir reden von Menü Hacks und keine NoMenüs ^^
03/15/2011 18:13 Pue#2652
========================
.Nothing Code Sammlung
========================

Code:
//// UserFind ////
	
if(CH_userfind==1)
	{
	
			for(int i = 0; i < 32; i++)
			{
				CPlayer* pPlayerA = pBase->player[1];		
				CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
				CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
				
				if(pPlayerA && pInfoA)
				{
					if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
					{
						pBase->local->pos1 = pPlayerA->pos1;
						pBase->local->pos2 = pPlayerA->pos2;
						pBase->local->pos3 = pPlayerA->pos3;
					}
				}
			}
		}
	

if(CH_userfind==2)
	{
		
			for(int i = 0; i < 32; i++)
			{
				CPlayer* pPlayerA = pBase->player[2];		
				CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
				CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
				
				if(pPlayerA && pInfoA)
				{
					if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
					{
						pBase->local->pos1 = pPlayerA->pos1;
						pBase->local->pos2 = pPlayerA->pos2;
						pBase->local->pos3 = pPlayerA->pos3;
					}
				}
			}
		}


if(CH_userfind==3)
	{
		for(int i = 0; i < 32; i++)
			{
				CPlayer* pPlayerA = pBase->player[3];		
				CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
				CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
				
				if(pPlayerA && pInfoA)
				{
					if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
					{
						pBase->local->pos1 = pPlayerA->pos1;
						pBase->local->pos2 = pPlayerA->pos2;
						pBase->local->pos3 = pPlayerA->pos3;
					}
				}
			}
		}


if(CH_userfind==4)
	{
		
			for(int i = 0; i < 32; i++)
			{
				CPlayer* pPlayerA = pBase->player[4];		
				CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
				CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
				
				if(pPlayerA && pInfoA)
				{
					if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
					{
						pBase->local->pos1 = pPlayerA->pos1;
						pBase->local->pos2 = pPlayerA->pos2;
						pBase->local->pos3 = pPlayerA->pos3;
					}
				}
			}
		}

///////////////////

//// HawkMode ////
if (Hawkmode==1)
{
*(int*)ADR_HAWKMODE = 1073741824;
}

//////////////////////



//// SVP ////

if(SVP==1) 
{
for(int i=0;i<32;i++)
{
CPlayer* pPlayerA = g_pBase->player[i];
pPlayerA->x=(i*50);
pPlayerA->y=0;
pPlayerA->z=0;
}
 }


///////////////////////

//// WUB ////

if (CH_wub==1)
{ 	
if (GetAsyncKeyState(W) &1)
{
*(float*)(dwPlayerPtr+OFS_Z) = (*(float*)(dwPlayerPtr+OFS_Z) -10);
}
}

///////////////////////////////////////



//// WTW ////

if(CH_WTW==1)
{
    if (GetAsyncKeyState(S) &1)
    {
        *(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) +2);
    }

    if (GetAsyncKeyState(W) &1)
    {
        *(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) -2);
    }


    if (GetAsyncKeyState(D) &1)
    {
        *(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) +2);
    }

    if (GetAsyncKeyState(A) &1)
    {
        *(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) -2);
    }
}
///////////////////////////////////////////


//// unl.Ammo ////
if(CH_umlAmmo==1)
{
*(int*)(ADR_unlammo) = 0;
}
////////////////////


//// PlayerOPK //
if (CH_OPK == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPointer = *(DWORD*)ADR_SERVERPOINTER;
if (dwPlayerPtr != 0 && dwServerPointer != 0)
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayerA = g_pBase->player[i];    
*(float*)(dwPlayerPtr+OFS_Y) = 0;
*(float*)(dwPlayerPtr+OFS_X) = 0;
*(float*)(dwPlayerPtr+OFS_Z) = 0;
pPlayerA->x=0; 
pPlayerA->y=0;
pPlayerA->z=0; 
}
}
//////////////////////////


// Teleport Instant //
if (CH_instant==1)
{
*(float*)(dwPlayerPtr + OFS_X)  = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
//////////////////////


// Teleport //
if(CH_TELEPORT == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
if (GetAsyncKeyState(VK_F2)) 
{
posiX = *(float*)(dwPlayerPtr + OFS_X);
posiY = *(float*)(dwPlayerPtr + OFS_Y);
posiZ = *(float*)(dwPlayerPtr + OFS_Z);
}
}
}

if(CH_TELEPORT1 == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
if (GetAsyncKeyState(VK_F3))
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
}
}
//////////////////////


// Telekill //
	if(CH_telekill==1)
	{
		DWORD dwPlayerPointer = *(DWORD*)(ADR_PLAYERPOINTER);
		if(dwPlayerPointer != 0) 
		{
			for(int i = 0; i < 32; i++)
			{
				CPlayer* pPlayerA = pBase->player[i];		
				CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
				CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
				
				if(pPlayerA && pInfoA)
				{
					if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
					{
						pBase->local->pos1 = pPlayerA->pos1;
						pBase->local->pos2 = pPlayerA->pos2;
						pBase->local->pos3 = pPlayerA->pos3;
					}
				}
			}
		}
	}
//////////////////////



// NoRecoil //
if(CH_RECOIL == 1)
{
*(float*)(dwPlayerPtr + OFS_NORECOIL1 ) = 0;
*(float*)(dwPlayerPtr + OFS_NORECOIL2 ) = 0;
*(float*)(dwPlayerPtr + OFS_NORECOIL3 ) = 0;
}
//////////////////////


// Superjump //
if(GetAsyncKeyState(VK_CONTROL)&1)
{
if(CH_SJ == 1)
{
*(float*)(dwPlayerPtr + OFS_Z) = 500;
}
if(CH_SJ == 2)
{
*(float*)(dwPlayerPtr + OFS_Z) = 1000;
}
if(CH_SJ == 3)
{
*(float*)(dwPlayerPtr + OFS_Z) = 1500;
}
if(CH_SJ == 4)
{
*(float*)(dwPlayerPtr + OFS_Z) = 2000;
}
if(CH_SJ == 5)
{
*(float*)(dwPlayerPtr + OFS_Z) = 2500;
}
}

//////////////////////


// NoFallDamage //
if(CH_NFD == 1)
{
*(float*)(dwPlayerPtr+OFS_NFD) = -50000;
}
//////////////////////


// NoSpread //
if (CH_NoSpread==1)
{
*(float*)(ADR_NOSPREAD) = 0;
}
//////////////////////


// NoSpawnWait //
if (CH_Spawn==1){
if (*(int*)(ADR_NOSPAWNWAIT1) > 1){
*(int*)(ADR_NOSPAWNWAIT1) = 0;}
if (*(int*)(ADR_NOSPAWNWAIT2) > 1){
*(int*)(ADR_NOSPAWNWAIT2) = 0;}
if (*(int*)(ADR_NOSPAWNWAIT3) > 1){
*(int*)(ADR_NOSPAWNWAIT3) = 0;}
}
//////////////////////


// Fast All //
		if (CH_Fast==1){
*(float*)ADR_FASTREPAIR = 10.0f;
*(float*)ADR_FASTHEALTH = 5.0f;
*(float*)ADR_FASTFLAG = 10.0f;
*(float*)ADR_FASTAMMO = 5.0f;
}
//////////////////////


// Speed //
*(float*)ADR_SPEED = 96.0f;
}
if (CH_Speed==1)
{
*(float*)ADR_SPEED = 150.0f;
}
if (CH_Speed==2)
{
*(float*)ADR_SPEED = 200.0f;
}
if (CH_Speed==3)
{
*(float*)ADR_SPEED = 250.0f;
}
if (CH_Speed==4)
{
*(float*)ADR_SPEED = 300.0f;
}
if (CH_Speed==5)
{
*(float*)ADR_SPEED = 400.0f;
}
if (CH_Speed==6)
{
*(float*)ADR_SPEED = 500.0f;
}
if (CH_Speed==7)
{
*(float*)ADR_SPEED = 600.0f;
}
if (CH_Speed==8)
{
*(float*)ADR_SPEED = 700.0f;
}
if (CH_Speed==9)
{
*(float*)ADR_SPEED = 800.0f;
}
//////////////////////

}


DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwServerPtr != 0){

// Slots //
if(CH_SLOT5 == 1)
{
*(long*)(dwServerPtr + OFS_5SLOT ) = 1;
}
if(CH_SLOT6 == 1)
{
*(long*)(dwServerPtr + OFS_6SLOT ) = 1;
}
if(CH_SLOT7 == 1)
{
*(long*)(dwServerPtr + OFS_7SLOT ) = 1;
}
if(CH_SLOT8 == 1)
{
*(long*)(dwServerPtr + OFS_8SLOT ) = 1;
}
}
//////////////////////


=======================
Struct für OPK und Telekill
=======================

Code:
#ifndef _CSTRUCT_H_
#define _CSTRUCT_H_

struct vectorA
{
	float x,z,y;
};//0x00C

struct CPlayer
{
		char unknown0[50308]; //0x0000
	BYTE index; //0xC484  
		char unknown50309[39]; //0xC485
	BYTE status; //0xC4AC  
		char unknown50349[15651]; //0xC4AD
	WORD weapon; //0x101D0  
		char unknown66002[258]; //0x101D2
	float pos1; //0x102D4  
	float pos2; //0x102D8  
	float pos3; //0x102DC  
	char unk_char0[24]; //0x0000
float x; //0x102D0 + 4
float z; //0x102D4 + 4
float y; //0x102D8 + 4

};//Size=0x102E0(66272)




struct CBase
{
    CPlayer* local; //0x0000  
        char unknown4[72]; //0x0004
    CPlayer** player; //0x004C  
        char unknown80[48]; //0x0050
};//Size=0x0080(128)


struct CPlayerInfo
{	
		char unknown0[1724]; //0x0000
	__int32 ping; //0x06BC  
		char unknown1728[20]; //0x06C0
	char ip[16]; //0x06D4  
		char unknown1764[136]; //0x06E4
	__int32 exp; //0x076C  
		char unknown1904[596]; //0x0770
	char name[20]; //0x09C4  
		char unknown2520[4500]; //0x09D8
	__int32 points; //0x1B6C  
		char unknown7024[16]; //0x1B70
	__int32 kills; //0x1B80  
	__int32 deaths; //0x1B84  
		char unknown7048[12]; //0x1B88
	__int32 health; //0x1B94  
		char unknown7064[312]; //0x1B98
	BYTE team; //0x1CD0 

};

struct CLocal
{
		char unknown0[32]; //0x0000
	vectorA pos; //0x0020 
		char unknown44[36]; //0x002C
	float pitch; //0x0050 
	float yaw; //0x0054 
		char unknown88[16]; //0x0058
	float down; //0x0068 
	float up; //0x006C 
	float fovx; //0x0070 
	float fovy; //0x0074 
};//Size=0x0078(120)

#endif


CBase *pBase = (CBase*)(DWORD)(ADR_PLAYERPOINTER);
INT xNum = 0;


CBase* g_pBase = (CBase*)(ADR_PLAYERPOINTER);


=======================
Addys [15.03.2011]
=======================

Code:
//** Pointer **//
#define ADR_SERVERPOINTER 0x00ABCE28
#define ADR_PLAYERPOINTER 0x00BC2248
#define ADR_BASEPOINTER 0x00AF7420
#define ADR_STRUCTSIZE 0x00001CE8


//** Adressen **//

#define ADR_HAWKMODE  0x008E41D0

#define ADR_SPEED 0x008F1F5C

#define ADR_NOSPAWNWAIT1 0x00A76CB0
#define ADR_NOSPAWNWAIT2 0x00A76CB4
#define ADR_NOSPAWNWAIT3 0x00A76CB8

#define ADR_FASTAMMO 0x00A46D34
#define ADR_FASTHEALTH 0x00A46D3C
#define ADR_FASTFLAG 0x00A46D40
#define ADR_FASTREPAIR 0x00A46D38

#define ADR_NOSPREAD 0x00A43888

#define ADR_unlammo 0x00A7B2B8

//** Offsets **//
#define OFS_NFD 0x00103A8

#define OFS_X 0x00102D4
#define OFS_Y 0x00102DC
#define OFS_Z 0x00102D8

#define OFS_NORECOIL1 0x0001C
#define OFS_NORECOIL2 0x00020
#define OFS_NORECOIL3 0x00024

#define OFS_5SLOT 0x001021A4
#define OFS_6SLOT 0x1021A5
#define OFS_7SLOT 0x1021A6
#define OFS_8SLOT 0x1021A7



///----------------------------------------------///

#define A 0x41
#define W 0x57
#define S 0x53
#define D 0x44





Viel Spaß damit ;)
Ich werde ab nun aufhören zu coden, zumindest Hacks für kiddys^^

Wer meine Base mit allen Funktionen haben möchte, der melde sich bei mir!


mfg



edit : wünsche euch allen ein happy leeching^^
03/15/2011 18:36 Neqqa™#2653
alter Nothing mach des raus !
03/15/2011 19:23 *Luzifer*#2654
Quote:
Originally Posted by Neqqa™ View Post
alter Nothing mach des raus !
xDDD Das sind Public sources o,O
Was gehtn ab?^^
03/15/2011 19:48 Pue#2655
Quote:
Originally Posted by *Luzifer* View Post
xDDD Das sind Public sources o,O
Was gehtn ab?^^
Naja,
WUB, WTW, Userfind & Teleport Instant sind meine Kreationen^^