Warrock - Code Snippets

11/14/2012 21:12 xXrussXx#526
Quote:
Originally Posted by ~ExoduS~* View Post
nix deins was laberst du ? Bypass xD?

die geht ohne Bypass :facepalm: ist doch kein bytes um bypass zubrauchen :facepalm: die crash nicht geht bei mir habe auch fast die gleiche ;)
Hus.. haste getestet? Nein was glaubst du warum einige im moment Speed nicht benutzten? Weil es auf 32 bit systemen crasht! Ich persöhnlich habs schon ausprobiert und ja es ist bewiesen.. Meins geht zwar aber 5 min!

Ps: Kazbah und weitere die es auslassen :)
11/15/2012 17:54 homechecker1#527
suche crc bypass skype = thekingofff
11/24/2012 22:12 scraprecon#528
Got some functions I just made :)

BackToLobby -> Memory
Code:
#define ADR_BackToLobby			0x903DE4

//Back to lobby
			if( GetAsyncKeyState( VK_F12 ))
			{
				*(float*)( ADR_BackToLobby ) = 0.0F;
			}else
			{
				*(float*)( ADR_BackToLobby ) = 180.0F;
			}
Visual Death / Spectate -> Memory
Code:
This is a very weird function I made accidentally

//Float away (visual death)
			if( GetAsyncKeyState( VK_F11 ))
			{
				*(DWORD*)( Player + 0xC4D4 ) = *(DWORD*)( 0xA48EE0 );
			}
Give credits and enjoy! :)
11/24/2012 23:11 Kаzbah#529
you can do backtolobby with the asm adress too without bypass
11/25/2012 03:02 scraprecon#530
Yeah, its called inline asm.
11/25/2012 09:19 tagzkienet#531
#request
Updated Engine Text Source Code..
PLEASE..

Thanks in Advance..
11/25/2012 13:32 +Yazzn#532
Unlinking and relinking loaded DLLs from/to PEB

Code:
#include <windows.h>
#include <vector>
#include <algorithm>

typedef struct _PEB_LDR_DATA {
	UINT8 _PADDING_[12];
	LIST_ENTRY InLoadOrderModuleList;
	LIST_ENTRY InMemoryOrderModuleList;
	LIST_ENTRY InInitializationOrderModuleList;
} PEB_LDR_DATA, *PPEB_LDR_DATA;

typedef struct _PEB {
	UINT8 _PADDING_[12];
	PEB_LDR_DATA* Ldr;
} PEB, *PPEB;

typedef struct _LDR_DATA_TABLE_ENTRY {
	LIST_ENTRY InLoadOrderLinks;
	LIST_ENTRY InMemoryOrderLinks;
	LIST_ENTRY InInitializationOrderLinks;
	VOID* DllBase;
} LDR_DATA_TABLE_ENTRY, *PLDR_DATA_TABLE_ENTRY;

typedef struct _UNLINKED_MODULE
{
	HMODULE hModule;
	PLIST_ENTRY RealInLoadOrderLinks;
	PLIST_ENTRY RealInMemoryOrderLinks;
	PLIST_ENTRY RealInInitializationOrderLinks;
	PLDR_DATA_TABLE_ENTRY Entry; 
} UNLINKED_MODULE;

#define UNLINK(x)					\
	(x).Flink->Blink = (x).Blink;	\
	(x).Blink->Flink = (x).Flink;

#define RELINK(x, real)			\
	(x).Flink->Blink = (real);	\
	(x).Blink->Flink = (real);	\
	(real)->Blink = (x).Blink;	\
	(real)->Flink = (x).Flink;

std::vector<UNLINKED_MODULE> UnlinkedModules;

struct FindModuleHandle
{
	HMODULE m_hModule;
	FindModuleHandle(HMODULE hModule) : m_hModule(hModule)
	{
	}
	bool operator() (UNLINKED_MODULE const &Module) const
	{
		return (Module.hModule == m_hModule);
	}
};

void RelinkModuleToPEB(HMODULE hModule)
{
	std::vector<UNLINKED_MODULE>::iterator it = std::find_if(UnlinkedModules.begin(), UnlinkedModules.end(), FindModuleHandle(hModule));

	if (it == UnlinkedModules.end())
	{
		//DBGOUT(TEXT("Module Not Unlinked Yet!"));
		return;
	}

	RELINK((*it).Entry->InLoadOrderLinks, (*it).RealInLoadOrderLinks);
	RELINK((*it).Entry->InInitializationOrderLinks, (*it).RealInInitializationOrderLinks);
	RELINK((*it).Entry->InMemoryOrderLinks, (*it).RealInMemoryOrderLinks);
	UnlinkedModules.erase(it);
}

void UnlinkModuleFromPEB(HMODULE hModule)
{
	std::vector<UNLINKED_MODULE>::iterator it = std::find_if(UnlinkedModules.begin(), UnlinkedModules.end(), FindModuleHandle(hModule));
	if (it != UnlinkedModules.end())
	{
		//DBGOUT(TEXT("Module Already Unlinked!"));
		return;
	}

#ifdef _WIN64
	PPEB pPEB = (PPEB)__readgsqword(0x60);
#else
	PPEB pPEB = (PPEB)__readfsdword(0x30);
#endif

	PLIST_ENTRY CurrentEntry = pPEB->Ldr->InLoadOrderModuleList.Flink;
	PLDR_DATA_TABLE_ENTRY Current = NULL;

	while (CurrentEntry != &pPEB->Ldr->InLoadOrderModuleList && CurrentEntry != NULL)
	{
		Current = CONTAINING_RECORD(CurrentEntry, LDR_DATA_TABLE_ENTRY, InLoadOrderLinks);
		if (Current->DllBase == hModule)
		{
			UNLINKED_MODULE CurrentModule = {0};
			CurrentModule.hModule = hModule;
			CurrentModule.RealInLoadOrderLinks = Current->InLoadOrderLinks.Blink->Flink;
			CurrentModule.RealInInitializationOrderLinks = Current->InInitializationOrderLinks.Blink->Flink;
			CurrentModule.RealInMemoryOrderLinks = Current->InMemoryOrderLinks.Blink->Flink;
			CurrentModule.Entry = Current;
			UnlinkedModules.push_back(CurrentModule);

			UNLINK(Current->InLoadOrderLinks);
			UNLINK(Current->InInitializationOrderLinks);
			UNLINK(Current->InMemoryOrderLinks);

			break;
		}

		CurrentEntry = CurrentEntry->Flink;
	}
}
Example of usage:

Code:
HINSTANCE g_hinstDLL = NULL;

DWORD WINAPI Init(LPVOID)
{
	for(;;) {
		Sleep(200);

		//Hecks here

		if (GetAsyncKeyState(VK_F5) & 1) {
			RelinkModuleToPEB(g_hinstDLL);
			FreeLibraryAndExitThread(g_hinstDLL, ERROR_SUCCESS);
		}
	}
}

BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID)
{
	if (fdwReason == DLL_PROCESS_ATTACH) {
		g_hinstDLL = hinstDLL;
		UnlinkModuleFromPEB(hinstDLL);
		CreateThread(NULL, 0, Init, NULL, 0, NULL);
	}

	return 1;
}
11/25/2012 20:22 xXrussXx#533
Kann jm die funktion von Yazzn erklären :)
11/27/2012 17:12 [N]oSoul#534
Source Date :

char sDATE [20] = " ";

void Date(char *str,char *format)
{
struct tm * current_tm;
time_t current_time;
time (&current_time);
current_tm = localtime (&current_time);
sprintf( sDATE, "%02d.%d.%d",current_tm->tm_mday,current_tm->tm_mon+1,current_tm->tm_year-100+2000);
}
11/27/2012 17:42 Phantom.#535
Quote:
Originally Posted by [N]oSoul View Post
Source Date :

char sDATE [20] = " ";

void Date(char *str,char *format)
{
struct tm * current_tm;
time_t current_time;
time (&current_time);
current_tm = localtime (&current_time);
sprintf( sDATE, "%02d.%d.%d",current_tm->tm_mday,current_tm->tm_mon+1,current_tm->tm_year-100+2000);
}
char sDATE[50] = {NULL};
11/27/2012 17:49 Raz9r#536
Quote:
Originally Posted by TradEmArk™˟ View Post
char sDATE[50] = {NULL};
" " ist äquivalent zu { ' ', 0 }. Ob man hier jetzt { 0 } oder { ' ', 0 } verwendet zur Initialisierung, macht weitaus weniger aus als deine Verschwendung von Bytes – wenn man denn davon absieht, dass das auf den meisten heutigen Systemen eh nichts ausmacht.
Seine Maske ist mit "%02d.%2d.%4d" gleich { 'd', 'd', '.', 'm', 'm', '.', 'y', 'y', 'y', 'y', 0 } und besteht damit aus maximal 11 Bytes. Unter der Annahme, dass dieser Code auf einer IA-86 Architektur ausgeführt wird, wird man also optimal 12 Bytes verwenden für den Buffer, keinesfalls aber 50.
Deine Verbesserung war also lediglich eine Verschlimmbesserung.
11/28/2012 14:00 tagzkienet#537
#help
my norecoil is not in 1 place.. it is in 3 places...
give me source plsss.. to make it in 1 place.
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11/28/2012 14:20 Cyno™#538
Quote:
Originally Posted by tagzkienet View Post
#help
my norecoil is not in 1 place.. it is in 3 places...
give me source plsss.. to make it in 1 place.
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If you are using the offset method , which is public
just checkout the offsets near to yours ( +0x4 , +0x8 | - 0x4 , -0x8 )
11/28/2012 22:27 scraprecon#539
the source for norecoil is:

Code:
*(float*)( Player + OFS_NoRecoil1 ) = 0.0F;
*(float*)( Player + OFS_NoRecoil2 ) = 0.0F;
*(float*)( Player + OFS_NoRecoil3 ) = 0.0F;
And if you are using that you may want SuperNoSpread
Code:
*(double*)( ADR_SNS ) = 0;
Enjoy! :)
11/29/2012 06:23 cano1024#540
can aniwant help me i have a request for all of you i need a little hack if anyone can help.
i need the sorscode like dat i can update.
all i want

all i want is >>>CrossHair/NoRecoil/SuperNoSpread/Rapidfire/ZeroDelay/NoReload/Chams or ESP >>>>willing to trade for uberstrike xp hack by RUBIO CANO not released yet

take a look>>>>>>> http://www.elitepvpers.com/forum/facebook/2258788-release-uberstrike-xp-hack-rubio-cano.html<<<<<<<<<


sorry for my bad english