Warrock - Code Snippets

01/23/2013 18:20 R3d_L!n3#646
This is way better than the shitty addie of FastStuff ..

Code:
ADR_QuickPlantTime                            0x00906CC4
ADR_QuickDefuseTime                           0x0089A7B0

	template <typename T>VOID __Functions( void *Addie , T Vaule )
	{

		MemWrite((void*)Addie,(BYTE*)&Vaule,sizeof ( T ) );

	}

				if (QuickDefuseTime==1)
				{

					  __Functions<float>((void*)ADR_QuickDefuseTime , 0.1f);
						
				}
				else
				{
				             
					 __Functions<float>((void*)ADR_QuickDefuseTime , 7.0f);

				}

				if (RedLine.rPlayer.QuickPlantTime==1)
				{
					if(QPlant == false)
					{

						__Functions<float>((void*)ADR_QuickPlantTime , 0.1f);
						QPlant = true;
					
					}
				}
				else
				{
					if(QPlant == true)
					{

						 __Functions<float>((void*)ADR_QuickPlantTime , 4.0f);
						QPlant = false;
					
					}       
				}
Credits :
R3d_L!n3
01/23/2013 18:32 Raz9r#647
There should be a new rule on this topic requiring proper indentation.
01/23/2013 20:46 xxfabbelxx#648
Quote:
Originally Posted by __underScore View Post
There should be a new rule on this topic requiring proper indentation.
verlesen like a baus .__.
01/23/2013 20:49 +Yazzn#649
Quote:
Originally Posted by xxfabbelxx View Post
...
Die Rede war von ordentlicher Einrückung bzw. Formatierung.
01/24/2013 21:09 BlackLegend™##650
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Hans
ntKid

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01/26/2013 07:48 Infern017#651
Detected hook.

Quote:
Originally Posted by BlackLegend™# View Post
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Detected hook.
01/26/2013 08:34 Lazl07#652
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Any idea for that?
01/26/2013 09:40 Raz9r#653
Quote:
Originally Posted by Lazl07 View Post
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Any idea for that?
Don't get confused with __stdcall and __cdecl. Also you should compile using /MT (see "Command Line Options" in Visual Studio).
01/26/2013 11:07 ~ExoduS~*#654
Quote:
Originally Posted by Infern017 View Post
Detected hook.



Detected hook.
öhm vtble is detected einfach über funk machen...
01/26/2013 11:15 Lazl07#655
Code:
void ESP(LPDIRECT3DDEVICE9 pDevice)
{

		DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
	if ( dwPlayerPtr != 0 )
	{
		
		for (INT MaxPlayer = 0; MaxPlayer < 32; MaxPlayer++)
        {
			 CPlayerInfo *pInfo = GetGlobalInfo(MaxPlayer);


			 CPlayer* pPlayer = p_Player->pGlobal[MaxPlayer];
			D3DXVECTOR3 PlayerView(p_Player->pGlobal[MaxPlayer]->ViewX,p_Player->pGlobal[MaxPlayer]->ViewY,p_Player->pGlobal[MaxPlayer]->ViewZ),EspView; 
        	if(GetScreenCoordFromWorld(pDevice,EspView,PlayerView))
        	{
				
if(A3sp0n0ff)
			{
				if ( pInfo->HEALTH > 0 )
                {
							if ( N4m33sp )
						{
							char chTeam[100];
							wsprintf(chTeam,"Name : %s",GetGlobalInfo(MaxPlayer)->NAME);
							if(GetGlobalInfo(GetLocalInfo())->TEAM != GetGlobalInfo(MaxPlayer)->TEAM)
							Bl4ck->DrawTextR(EspView.x,(EspView.y),aRed,chTeam,pFont);
							else
							Bl4ck->DrawTextR(EspView.x,(EspView.y),aGreen,chTeam,pFont);
							EspView.y += 12;
						}
				}
}
			}
		}}}
When it counting back from 10 and i press OK ingame the game stopped working any idea why?
01/26/2013 11:46 Raz9r#656
Quote:
Originally Posted by ~ExoduS~* View Post
öhm vtble is detected einfach über funk machen...
Die VMT (Virtual Method Table) kann nicht "detected" werden, da sie die Grundlage von Vererbung in Klassen bildet. Über die VMT kann man die Adressen der virtuellen Methoden (möglicherweise also überschriebenen) dynamischer Typen bekommen. Ein solcher dynamischer Typ ist zum Beispiel eine jede Implementation der Klasse IDirect3DDevice9.

Wenn man sich deinen Post also noch einmal anschaut, merkt man, dass er keinen Sinn macht.

---

Quote:
Originally Posted by Lazl07 View Post
Code:
...
When it counting back from 10 and i press OK ingame the game stopped working any idea why?
Now tell us what the context between "counting back from 10" and the given source code actually is.
01/26/2013 11:50 Lazl07#657
Quote:
Originally Posted by __underScore View Post
Die VMT (Virtual Method Table) kann nicht "detected" werden, da sie die Grundlage von Vererbung in Klassen bildet. Über die VMT kann man die Adressen der virtuellen Methoden (möglicherweise also überschriebenen) dynamischer Typen bekommen. Ein solcher dynamischer Typ ist zum Beispiel eine jede Implementation der Klasse IDirect3DDevice9.

Wenn man sich deinen Post also noch einmal anschaut, merkt man, dass er keinen Sinn macht.

---



Now tell us what the context between "counting back from 10" and the given source code actually is.
I mean the ingame spawntime.
01/26/2013 12:03 R3d_L!n3#658
Quote:
Originally Posted by Lazl07 View Post
I mean the ingame spawntime.
Just set log between eatch step you do then u find the wrong part of ur source
01/26/2013 12:28 Spe@ker#659
Quote:
Originally Posted by ~ExoduS~* View Post
öhm vtble is detected einfach über funk machen...
Remove only:
Code:
	pAdpDrawIndexedPrimitive = (HRESULT(__stdcall*)(ULONG,D3DDDIARG_DRAWINDEXEDPRIMITIVE*))\
		DetourFunction((PBYTE)_this->AdapterFuncs[AdpDrawIndexedPrimitive],(PBYTE)myAdpDrawIndexedPrimitive);
and
Code:
if(pAdpDrawIndexedPrimitive)
		DetourRemove((PBYTE)pAdpDrawIndexedPrimitive,(PBYTE)myAdpDrawIndexedPrimitive);
01/26/2013 13:12 ~ExoduS~*#660
Quote:
Originally Posted by Spe@ker View Post
Remove only:
Code:
	pAdpDrawIndexedPrimitive = (HRESULT(__stdcall*)(ULONG,D3DDDIARG_DRAWINDEXEDPRIMITIVE*))\
		DetourFunction((PBYTE)_this->AdapterFuncs[AdpDrawIndexedPrimitive],(PBYTE)myAdpDrawIndexedPrimitive);
and
Code:
if(pAdpDrawIndexedPrimitive)
		DetourRemove((PBYTE)pAdpDrawIndexedPrimitive,(PBYTE)myAdpDrawIndexedPrimitive);
I not use this base :D I told hem how to fixx it xD :D


kann mir einer tipp geben wie ich items scroll mache oder itemscroll source requesten?


könnte mir jemand auch sagen warum die funktion nicht plant also wieso geht die nicht auto oO

Code:
if ( AutoPlant )
		{
			*(INT*)(PlayerCheck+Offset_Weaponstate) = *(INT*)(Offset_WeaponStateShot);
			*(DWORD*) (PlayerCheck+Offset_AutoPlant) = 1;
		}