War Rock Cheat Programming Discussion

07/05/2013 20:06 BlackLegend™##16
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

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07/06/2013 18:09 ChetUbetcha#17
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??
07/06/2013 18:39 n4n033#18
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
07/09/2013 19:23 ChetUbetcha#19
Quote:
Originally Posted by n4n033 View Post
Try this one : 0x005102EC
thats visual only?
07/14/2013 23:53 SilverRazzer <3#20
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 :)
07/15/2013 18:24 Raz9r#21
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);
            }
        }
    }
}
07/23/2013 16:59 Kazbah__#22
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
07/24/2013 13:13 BlackLegend™##23
07/24/2013 13:34 boknoy24#24
cplayerinfo update? anyone?
07/24/2013 20:20 .BlackHat#25
Weaponliste..

Aus korea :D
07/25/2013 00:30 Infern017#26
Quote:
Originally Posted by boknoy24 View Post
cplayerinfo update? anyone?
The only change was struct size. No offsets moved. :facepalm:
07/25/2013 21:39 +Yazzn#27
Hat mal eben jemand den aktuellen Serverpointer für mich?
07/25/2013 21:43 BlackLegend™##28
Quote:
Originally Posted by Yazzn (: View Post
Hat mal eben jemand den aktuellen Serverpointer für mich?
ADR_SERVERPOINTER 0xAE7AE4
07/25/2013 22:29 .BlackHat#29
Wo sind überhaupt die ganzen addylisten aufeinmal? xD
07/25/2013 22:50 n4n033#30
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 fucked this game with VIP features as public.