WarRock EU - Code Snippets

10/20/2011 17:01 AdrenalinaPL#5461
Can someone send me the code for date and time?
I have but they are from 2009 and do not work; x
10/20/2011 17:33 .RedBull#5462
Stimmt dieser Source Code so, weil es funktioniert irg wie nur FastHealth.

if(nFastHealth){
*(float*)ADR_FASTHEALTH = 12.05f;}

if(nFastAmmo){
*(float*)ADR_FASTAMMO = 12.05f;}

if(nFastFlag){
*(float*)ADR_FASTFLAG = 0.0f;}

if(nFastRepair){
*(float*)ADR_FASTREPAIR = 0.0f;}

Mfg
10/20/2011 17:38 _TradEmArk_ ™#5463
Quote:
Originally Posted by .RedBull View Post
Stimmt dieser Source Code so, weil es funktioniert irg wie nur FastHealth.

if(nFastHealth){
*(float*)ADR_FASTHEALTH = 12.05f;}

if(nFastAmmo){
*(float*)ADR_FASTAMMO = 12.05f;}

if(nFastFlag){
*(float*)ADR_FASTFLAG = 0.0f;}

if(nFastRepair){
*(float*)ADR_FASTREPAIR = 0.0f;}

Mfg
Wer hatn dich Verarscht?
Mach mal überall Value 99.0f
10/20/2011 17:53 SubZerom|_#5464
Quote:
Originally Posted by .RedBull View Post
Stimmt dieser Source Code so, weil es funktioniert irg wie nur FastHealth.

if(nFastHealth){
*(float*)ADR_FASTHEALTH = 12.05f;}

if(nFastAmmo){
*(float*)ADR_FASTAMMO = 12.05f;}

if(nFastFlag){
*(float*)ADR_FASTFLAG = 0.0f;}

if(nFastRepair){
*(float*)ADR_FASTREPAIR = 0.0f;}

Mfg
1.WTF?
2.ADDYS?
3.xD
10/20/2011 18:24 Raz9r#5465
vector.h
Code:
#pragma once

#include <Windows.h>
#include <math.h>

class Vector
{
public:
	float r[3];
	
	Vector(void)
	{
	}
	
	Vector(float r[3])
	{
		this->r[0] = r[0];
		this->r[1] = r[2];
		this->r[1] = r[2];
	}
	
	Vector(float r1, float r2, float r3)
	{
		this->r[0] = r1;
		this->r[1] = r2;
		this->r[2] = r3;
	}
	
	Vector(Vector &v)
	{
		this->r[0] = v.r[0];
		this->r[1] = v.r[1];
		this->r[2] = v.r[2];
	}
	
	~Vector(void)
	{
		this->r[0] = 0;
		this->r[0] = 0;
		this->r[0] = 0;
	}
	
	inline void operator = (Vector &v)
	{
		this->r[0] = v.r[0];
		this->r[1] = v.r[1];
		this->r[2] = v.r[2];
	}
	
	inline void operator = (float r[3])
	{
		this->r[0] = r[0];
		this->r[1] = r[1];
		this->r[2] = r[2];
	}
	
	inline void operator () (Vector &v)
	{
		*this = v;
	}
	
	inline void operator () (float r[3])
	{
		*this = r;
	}
	
	inline void operator () (float r1, float r2, float r3)
	{
		this->r[0] = r1;
		this->r[1] = r2;
		this->r[2] = r3;
	}
	
	inline bool operator == (Vector &v)
	{
		return (bool)(this->r[0] == v.r[0] && this->r[1] == v.r[1] && this->r[2] == v.r[2]);
	}
	
	inline bool operator == (float r[3])
	{
		return (bool)(this->r[0] == r[0] && this->r[1] == r[1] && this->r[2] == r[2]);
	}
	
	inline bool operator != (Vector &v)
	{
		return !(*this == v);
	}
	
	inline bool operator != (float r[3])
	{
		return !(*this == r);
	}
	
	inline Vector operator + (Vector &v)
	{
		return Vector(this->r[0] + v.r[0], this->r[1] + v.r[1], this->r[2] + v.r[2]);
	}
	
	inline Vector operator + (float r[3])
	{
		return Vector(this->r[0] + r[0], this->r[1] + r[1], this->r[2] + r[2]);
	}
	
	inline void operator += (Vector &v)
	{
		*this = *this + v;
	}
	
	inline void operator += (float r[3])
	{
		*this = *this + r;
	}
	
	inline Vector operator - (Vector &v)
	{
		return Vector(this->r[0] - v.r[0], this->r[1] - v.r[1], this->r[2] - v.r[2]);
	}
	
	inline Vector operator - (float r[3])
	{
		return Vector(this->r[0] - r[0], this->r[1] - r[1], this->r[2] - r[2]);
	}
	
	inline void operator -= (Vector &v)
	{
		*this = *this - v;
	}
	
	inline void operator -= (float r[3])
	{	
		*this = *this - r;
	}
	
	inline Vector operator * (float f)
	{
		return Vector(this->r[0] * f, this->r[1] * f, this->r[2] * f);
	}
	
	inline void operator *= (float f)
	{
		*this = *this * f;
	}

	inline Vector operator / (float f)
	{
		return Vector(*this * (1 / f));
	}
	
	inline void operator /= (float f)
	{
		*this = *this / f;
	}
	
	float operator [] (unsigned long i)
	{
		if(i < 3)
			return this->r[i];
		return 0.0f;
	}
	
	static float Length(Vector v)
	{
		return sqrt(Vector::DotProduct(v, v));
	}
	
	static void Normalize(Vector &v)
	{
		v /= Vector::Length(v);
	}

	static Vector Normalize(Vector v)
	{
		return v / Vector::Length(v);
	}
	
	static float DotProduct(Vector v1, Vector v2)
	{
		return (v1.r[0] * v2.r[0] + v1.r[1] * v2.r[1] + v1.r[2] * v2.r[2]);
	}
	
	static float AngleRadian(Vector v1, Vector v2)
	{
		if(v1.r[2] == v2.r[2]) 
			return 0.0f;
		return (float)(acos(Vector::DotProduct(v1, v2) / (Vector::Length(v1) *Vector::Length(v2))));
	}

	static float AngleDegree(Vector v1, Vector v2)
	{
		if(v1.r[2] == v2.r[2]) 
			return 0.0f;
		return (float)(57.2957795f * acos(Vector::DotProduct(v1, v2) / (Vector::Length(v1) *Vector::Length(v2))));
	}
	
	static bool IsOrthogonal(Vector v1, Vector v2)
	{
		return (bool)(Vector::DotProduct(v1, v2) == 0.0f);
	}
	
	static Vector CrossProduct(Vector v1, Vector v2)
	{
		return Vector(v1.r[1] * v2.r[2] - v1.r[2] * v2.r[2], v1.r[2] * v2.r[0] - v1.r[0] * v2.r[2], v1.r[0] * v2.r[1] - v1.r[1] - v2.r[0]);
	}
	
	static bool IsCollinear(Vector v1, Vector v2)
	{
		Vector v = Vector::CrossProduct(v1, v2);
		return (bool)(v.r[0] == 0 && v.r[1] == 0 && v.r[2] == 0);
	}
	
	static float BoxProduct(Vector v1, Vector v2, Vector v3)
	{
		return Vector::DotProduct(Vector::CrossProduct(v1, v2), v3);
	}
	
	static bool IsCoplanar(Vector v1, Vector v2, Vector v3)
	{
		return (bool)(Vector::BoxProduct(v1, v2, v3) == 0.0f);
	}
		
	static Vector Translate(Vector v1, Vector v2)
	{
		return v2 - v1;
	}

	static Vector NormalizedViewVectorRadian(float Yaw, float Pitch)
	{
		return Vector(cos(Yaw) * cos(Pitch), sin(Yaw) * cos(Pitch), -1.0f * sin(Pitch));
	}

	static Vector NormalizedViewVectorDegree(float Yaw, float Pitch)
	{
		return Vector(cos(0.0174532925f * Yaw) * cos(0.0174532925f * Pitch), sin(0.0174532925f * Yaw) * cos(0.0174532925f * Pitch), -1.0f * sin(0.0174532925f * Pitch));
	}

	static float NormalizedYawRadian(Vector v)
	{
		if(v.r[1] == 0)
			v.r[1] = 0.0001f;
		return atan(v.r[0] / v.r[1]);
	}

	static float NormalizedYawDegree(Vector v)
	{
		if(v.r[1] == 0)
			v.r[1] = 0.0001f;
		return 0.0174532925f * atan(v.r[0] / v.r[1]);
	}

	static float NormalizedPitchRadian(Vector v)
	{
		return Vector::AngleRadian(v, Vector(v.r[0], v.r[1], 0.0f));
	}

	static float NormalizedPitchDegree(Vector v)
	{
		return Vector::AngleDegree(v, Vector(v.r[0], v.r[1], 0.0f));
	}
};
credits an underScore.
10/20/2011 18:41 Dogukan47#5466
Quote:
....
wow nice
10/20/2011 19:51 taylan13#5467
Problem gelöst ;)

hatte falsch definiert
10/20/2011 20:51 .Crasy#5468
Kann es sein, das die .bin daten von WarRock Des3 auf 1024 lenght verschlüsselt ist?
10/20/2011 21:37 taylan13#5469
hat jemand den neuen Speed source für menu hack pls ?
hab nur alte detected sources :(
10/21/2011 09:42 meGaStyles#5470
mach doch selber? komm das ist echt nicht schwer, wenn du eine alte source hast...
10/21/2011 10:18 SK1LL0R..#5471
Quote:
Originally Posted by taylan13 View Post
hat jemand den neuen Speed source für menu hack pls ?
hab nur alte detected sources :(
Ist doch einfach....

Vorher:

default: *(float*)ADR_SPEED= 96;
case 1: *(float*)ADR_SPEED= 96*2;

nachher:

default: *(double*)ADR_SPEED= 96;
case 1: *(double*)ADR_SPEED= 96*2;
10/21/2011 10:28 meGaStyles#5472
hatt einer gültige position von redclover?
10/21/2011 11:16 .Crasy#5473
Quote:
Originally Posted by SK1LL0R.. View Post
Ist doch einfach....

Vorher:

default: *(float*)ADR_SPEED= 96;
case 1: *(float*)ADR_SPEED= 96*2;

nachher:

default: *(double*)ADR_SPEED= 96;
case 1: *(double*)ADR_SPEED= 96*2;
Bis auf das Double fast das gleiche wie Float ist, nur größeren Speicher hat..

Vorposter: Log sie Selbst? gibt SRC für Posi Logger von Yazzn also was dann noch soooo schwer?.. <.<

Thread: iwer bock die .bin daten (Des3) Verschlüsselung zu Ficken? also ich mein damit die Key Table zu finden, die Entschlüsselung etc hab ich schon, brauch nur noch ne Key Table ;D
10/21/2011 11:29 Dogukan47#5474
Quote:
Originally Posted by .Crasy View Post
Bis auf das Double fast das gleiche wie Float ist, nur größeren Speicher hat..

Vorposter: Log sie Selbst? gibt SRC für Posi Logger von Yazzn also was dann noch soooo schwer?.. <.<

Thread: iwer bock die .bin daten (Des3) Verschlüsselung zu Ficken? also ich mein damit die Key Table zu finden, die Entschlüsselung etc hab ich schon, brauch nur noch ne Key Table ;D
wenn du mir sagst wie das geht und was man damit machen kann gern :)
10/21/2011 11:33 .Crasy#5475
Damit kanst du z.b. auch mit der WR CRC berechnung über den Hack das Game manipulieren und musst net das teil austauschen ;D

Es ist eine 3x8 Byte reihe.

z.b.

0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08
0x02, 0x01, 0x03, ...

Jede reihe ist anders.

Das, was verschlüsselt werden soll wird mit reihe 1, dann 2, dann 3 verschlüsselt.