WarRock EU - Code Snippets

03/18/2012 21:36 Chown¡¡qhtz#6601
Code:
struct Fast
{
CHAR Chowniiqhtz1[10510716];//0x00
float FastAmmo;//0xA0617C
CHAR Chowniiqhtz2[4];//0xA06180
float FastRepair;//0xA06184
CHAR Chowniiqhtz3[4];//0xA06188
float FastHealth;//0xA0618C
CHAR Chowniiqhtz4[4];//0xA06190
float FastFlag;//0xA06194
}


struct FullBright
{
CHAR Chowniiqhtz1[10490944];//0x00
float GlassWalls;//0xA01440
Char Chowniiqhtz2[4156];//A01444
float FullBright1;//0xA02480
float FullBright2;//0xA02484
float FullBright3;//0xA02488
}
Credits Me. Dont leech without Credits..
03/18/2012 22:22 __BuRn3R#6602
Code:
struct CPlayer
{
	char xUnknown1[50317];//0x00
	BYTE Index;//0xC48D
	char xUnknown2[16];//0xC48E
	float Gravity_X;//0xC4A4
	float Gravity_Y;//0xC4A8
	float Gravity_Z;//0xC4AC
	char xUnknown3[15440];//0xC4B0
	float FastNadeBlast;//0x10100
	char xUnknown4[188];//0x10104
	float ViewX;//0x101C0
	float ViewY;//0x101C4
	float ViewZ;//0x101C8
	char xUnknown5[12];//0x101CC
	WORD Weapon1;//0x101D8
	WORD Weapon2;//0x101DA
	WORD Weapon3;//0x101DC
	char xUnknown6[270];//0x101DE
	float PosX;//0x102EC
	char xUnknown7[12];//0x102F0
	float PosY;//0x102FC
	char xUnknown8[12];//0x10300
	float PosZ;//0x102F4
	char xUnknown9[96];//0x102F8
	DWORD AutoPlant;//0x10358
	DWORD AutoDefuse;//0x1035C
	char xUnknown10[14];//0x10360
	DWORD AutoShot;//0x1036E
	char xUnknown11[106];//0x10372
	float NoM134Idle;//0x103DC
};

CServer
{
	char xUnknown1[1036640];//0x00
	int ImMaster;//0xFD160
	char xUnknown2[20564];//0xFD164
	BYTE Slot1;//0x1021B8
	BYTE Slot2;//0x1021B9
	BYTE Slot3;//0x1021BA
	BYTE Slot4;//0x1021BB
	BYTE Slot5;//0x1021BC
	BYTE Slot6;//0x1021BD
	BYTE Slot7;//0x1021BE
	BYTE Slot8;//0x1021BF
	char xUnknown3[98556];//0x1021C0
	long Invisible;//0x11A2BC
};

struct CBase
{
	CPlayer* pLocal;
	char xUnknown1[1171732];
	CPlayer** pGlobal;
};
Credits to me.
03/18/2012 22:48 xWarLeon#6603
...
struct CBase
{
CPlayer* Local;
char xUnknown1[0x11E114];
CPlayer** Global;
};
Warum extra in Dezimal umwandeln, macht doch nur mehr Arbeit ..
Und wozu das "p..." ..
03/18/2012 22:58 Raz9r#6604
Quote:
Originally Posted by xWarLeon View Post
Und wozu das "p..." ..
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03/18/2012 23:11 Chown¡¡qhtz#6605
Quote:
Originally Posted by xWarLeon View Post
...
struct CBase
{
CPlayer* Local;
char xUnknown1[0x11E114];
CPlayer** Global;
};
Warum extra in Dezimal umwandeln, macht doch nur mehr Arbeit ..
Und wozu das "p..." ..
Quote:
Originally Posted by __underScore View Post
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p Zeiger pMemory
p Pointer pVertexBuffer
03/18/2012 23:12 Raz9r#6606
Quote:
Originally Posted by S!ckniiqhtz View Post
p Zeiger pMemory
p Pointer pVertexBuffer
Zeiger und Pointer meinen das selbe, es wird nur mal der eine, mal der andere Begriff verwendet.
03/19/2012 03:47 bloodx#6607
in C++ benutzt man kein p oder sonstigen Müll vor Variablen etc. ._. aber was solls... hier sind eh alle Codes unsauber.
03/19/2012 05:42 theitfan1337#6608
Natürlich tut man das. In jedem guten Styleguide wirst du diese Konventionen finden. Und das nicht nur in C++, sondern in so ziemlich jeder Programmiersprache die sich von Pascal ableitet. Aber mach dir nichts draus, nur der Compiler irrt nie :)
03/19/2012 07:56 Raz9r#6609
Quote:
Originally Posted by bloodx View Post
in C++ benutzt man kein p oder sonstigen Müll vor Variablen etc. ._. aber was solls... hier sind eh alle Codes unsauber.
Definiere "unsauberer" Code, bitte.
03/19/2012 18:30 __BuRn3R#6610
Paar Pattern:

Code:
	DWORD dwBasePointer = FindPattern((PBYTE)"\x81\xC1\x00\x00\x00\x00\x8D\x91\x00\x00\x00\x00\x8B\xD8","xx????xx????xx",2,true);
	DWORD dwRemotePointer = FindPattern((PBYTE)"\x2B\x05\x00\x00\x00\x00\x33\xF6\xC1\xF8\x02\x89\x1D\x00\x00\x00\x00", "xx????xxxxxxx????", 2, true);
	DWORD dwAngels = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\xD9\x40\x00\x00\x00\x00\xD9\x5D","x????xx????xx",1,true);
	DWORD dwRoom = FindPattern((PBYTE)"\x8B\x35\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xD9\x40","xx????x????xx",2,true);
	DWORD dwNoBounds1 = FindPattern((PBYTE)"\xD9\x1D\x00\x00\x00\x00\xE9\x00\x00\x00\x00\xD8\x1D\x00\x00\x00\x00\xDF\xE0","xx????x????xx????xx",2,true);
	DWORD dwNoBounds2 = dwNoBounds1 + 0x4;
	DWORD dwNoBounds3 = dwNoBounds2 + 0x4;
	DWORD dwScope = FindPattern((PBYTE)"\xC7\x05\x00\x00\x00\x00\x00\x00\x00\x00\x85\xC0\x76\x00\xBE\x00\x00\x00\x00","xx????????xxx?x????",2,true);
	DWORD dwImDrunk = FindPattern((PBYTE)"\x66\xA3\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x3B\xF0","xx????x????x",2,true);
	DWORD dwScopeSize = FindPattern((PBYTE)"\xD9\x1D\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\xA1\x00\x00\x00\x00","xx????xx????x????",2,true);
	DWORD dwGlassWalls = FindPattern((PBYTE)"\xD9\x05\x00\x00\x00\x00\xD9\x5C\x24\x0C\xD9\xEE\xD8\x5C\x24\x0C\xDF\xE0","xx????xxxxxxxxxxxx",2,true);
	DWORD dwPlantAnyWhereX = FindPattern((PBYTE)"\x88\x1D\x00\00\x00\x00\x88\x1D\x00\x00\x00\x00\x88\x1D","xx????xx????xx",2,true);
	DWORD dwPlantAnyWhere = dwPlantAnyWhereX - 0x7;
	DWORD dwDefuseAnyWhereX = FindPattern((PBYTE)"\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3","xx????xx????xx????xx",2,true);
	DWORD dwDefuseAnyWhere = dwDefuseAnyWhereX + 0x4;
Paar Sources:
Code:
float OPKSaveX,OPKSaveY,OPKSaveZ;
if (xPlayer.CH_PosOPK)
{
	for (int i = 4; i < 32; i++)
	{
		if (GetAsyncKeyState(VK_F4))
		{
			OPKSaveX = *(float*)(dwPlayer + OFS_X);
			OPKSaveY = *(float*)(dwPlayer + OFS_Y);
			OPKSaveZ = *(float*)(dwPlayer + OFS_Z);
		}
		if (GetAsyncKeyState(VK_F5))
		{
			CPlayer* pPlayerA = p_Base->pGlobal[i];
			pPlayerA->PosX = OPKSaveX;
			pPlayerA->PosY = OPKSaveY;
			pPlayerA->PosZ = OPKSaveZ;
		}
	}
}
Updated Structs:
Code:
struct CPlayer
{
	char xUnknown1[50317];//0x00
	BYTE Index;//0xC48D
	char xUnknown2[16];//0xC48E
	float Gravity_X;//0xC4A4
	float Gravity_Y;//0xC4A8
	float Gravity_Z;//0xC4AC
	char xUnknown3[15440];//0xC4B0
	float FastNadeBlast;//0x10100
	char xUnknown4[188];//0x10104
	float ViewX;//0x101C0
	float ViewY;//0x101C4
	float ViewZ;//0x101C8
	char xUnknown5[12];//0x101CC
	WORD Weapon1;//0x101D8
	WORD Weapon2;//0x101DA
	WORD Weapon3;//0x101DC
	char xUnknown6[270];//0x101DE
	float PosX;//0x102EC
	char xUnknown7[12];//0x102F0
	float PosY;//0x102FC
	char xUnknown8[12];//0x10300
	float PosZ;//0x102F4
	char xUnknown9[96];//0x102F8
	DWORD AutoPlant;//0x10358
	DWORD AutoDefuse;//0x1035C
	char xUnknown10[14];//0x10360
	DWORD AutoShot;//0x1036E
	char xUnknown11[106];//0x10372
	float NoM134Idle;//0x103DC
};

CServer
{
	char xUnknown1[1036640];//0x00
	int ImMaster;//0xFD160
	char xUnknown2[20564];//0xFD164
	BYTE Slot1;//0x1021B8
	BYTE Slot2;//0x1021B9
	BYTE Slot3;//0x1021BA
	BYTE Slot4;//0x1021BB
	BYTE Slot5;//0x1021BC
	BYTE Slot6;//0x1021BD
	BYTE Slot7;//0x1021BE
	BYTE Slot8;//0x1021BF
	char xUnknown3[98556];//0x1021C0
	long Invisible;//0x11A2BC
};

struct CBase
{
	CPlayer* pLocal;
	char xUnknown1[1171732];
	CPlayer** pGlobal;
};
D3D Colors:
Code:
#define DARKGRAY        D3DCOLOR_ARGB(255,71,65,64)
#define STEELBLUE       D3DCOLOR_ARGB(255,70,130,180)
#define SLATEGREY       D3DCOLOR_ARGB(255,112,128,144)
#define ROSYBROWN       D3DCOLOR_ARGB(255,188,143,43)
#define ROYALBLUE       D3DCOLOR_ARGB(255,65,105,225)
#define POWDERBLUE      D3DCOLOR_ARGB(255,176,224,230)
#define LIMEGREEN       D3DCOLOR_ARGB(255,50,205,50)
#define LIGHTYELLOW     D3DCOLOR_ARGB(255,198,255,0)
#define LIGHTSALMON     D3DCOLOR_ARGB(255,255,160,122)
#define LIGHTSEAGREAN   D3DCOLOR_ARGB(255,32,178,170)
#define LIGHTSKYBLUE    D3DCOLOR_ARGB(255,135,206,250)
#define LIGHTSLATEBLUE  D3DCOLOR_ARGB(255,132,112,255)
#define LIGHTSLATEGREY  D3DCOLOR_ARGB(255,119,136,153)
#define LIGHTSTEELBLUE  D3DCOLOR_ARGB(255,176,196,222)
#define LIGHTCORAL      D3DCOLOR_ARGB(255,240,128,128)
Credits me.
03/19/2012 22:56 Chown¡¡qhtz#6611
Naja gut für Farben muss man dir aber keine Credits geben...
03/20/2012 04:27 Mr. Muscle#6612
float OPKSaveX,OPKSaveY,OPKSaveZ;
if (xPlayer.CH_PosOPK)
{
for (int i = 4; i < 32; i++)
{
if (GetAsyncKeyState(VK_F4))
{
OPKSaveX = *(float*)(dwPlayer + OFS_X);
OPKSaveY = *(float*)(dwPlayer + OFS_Y);
OPKSaveZ = *(float*)(dwPlayer + OFS_Z);
}
if (GetAsyncKeyState(VK_F5))
{
CPlayer* pPlayerA = p_Base->pGlobal[i];
pPlayerA->PosX = OPKSaveX;
pPlayerA->PosY = OPKSaveY;
pPlayerA->PosZ = OPKSaveZ;
}
}
}

can you give me structs for this?
03/20/2012 07:28 cheatslaw#6613
Quote:
Originally Posted by S!ckniiqhtz View Post
Code:
struct Fast
{
CHAR Chowniiqhtz1[10510716];//0x00
float FastAmmo;//0xA0617C
CHAR Chowniiqhtz2[4];//0xA06180
float FastRepair;//0xA06184
CHAR Chowniiqhtz3[4];//0xA06188
float FastHealth;//0xA0618C
CHAR Chowniiqhtz4[4];//0xA06190
float FastFlag;//0xA06194
}


struct FullBright
{
CHAR Chowniiqhtz1[10490944];//0x00
float GlassWalls;//0xA01440
Char Chowniiqhtz2[4156];//A01444
float FullBright1;//0xA02480
float FullBright2;//0xA02484
float FullBright3;//0xA02488
}
Credits Me. Dont leech without Credits..
What is the point of this?
Its done with addys, and next update you have to update it like every addy, your only giving yourself more work
03/20/2012 10:32 Made_619#6614
Quote:
Originally Posted by cheatslaw View Post
What is the point of this?
Its done with addys, and next update you have to update it like every addy, your only giving yourself more work
Wrong!

struct Fast
{
CHAR Chowniiqhtz1[10510716];//0x00
float FastAmmo;//0xA0617C
CHAR Chowniiqhtz2[4];//0xA06180
float FastRepair;//0xA06184
CHAR Chowniiqhtz3[4];//0xA06188
float FastHealth;//0xA0618C
CHAR Chowniiqhtz4[4];//0xA06190
float FastFlag;//0xA06194
}

You need only the updated FastAmmo Adr.Then you convert it in decimal.Now you must repleace only the red marked text with your converted FastAmmo Adr.And then it's updated.
03/20/2012 12:50 __BuRn3R#6615
Quote:
Originally Posted by Mr. Muscle View Post
float OPKSaveX,OPKSaveY,OPKSaveZ;
if (xPlayer.CH_PosOPK)
{
for (int i = 4; i < 32; i++)
{
if (GetAsyncKeyState(VK_F4))
{
OPKSaveX = *(float*)(dwPlayer + OFS_X);
OPKSaveY = *(float*)(dwPlayer + OFS_Y);
OPKSaveZ = *(float*)(dwPlayer + OFS_Z);
}
if (GetAsyncKeyState(VK_F5))
{
CPlayer* pPlayerA = p_Base->pGlobal[i];
pPlayerA->PosX = OPKSaveX;
pPlayerA->PosY = OPKSaveY;
pPlayerA->PosZ = OPKSaveZ;
}
}
}

can you give me structs for this?
struct CPlayer
{
char xUnknown1[50317];//0x00
BYTE Index;//0xC48D
char xUnknown2[16];//0xC48E
float Gravity_X;//0xC4A4
float Gravity_Y;//0xC4A8
float Gravity_Z;//0xC4AC
char xUnknown3[15440];//0xC4B0
float FastNadeBlast;//0x10100
char xUnknown4[188];//0x10104
float ViewX;//0x101C0
float ViewY;//0x101C4
float ViewZ;//0x101C8
char xUnknown5[12];//0x101CC
WORD Weapon1;//0x101D8
WORD Weapon2;//0x101DA
WORD Weapon3;//0x101DC
char xUnknown6[270];//0x101DE
float PosX;//0x102EC
char xUnknown7[12];//0x102F0
float PosY;//0x102FC
char xUnknown8[12];//0x10300
float PosZ;//0x102F4
char xUnknown9[96];//0x102F8
DWORD AutoPlant;//0x10358
DWORD AutoDefuse;//0x1035C
char xUnknown10[14];//0x10360
DWORD AutoShot;//0x1036E
char xUnknown11[106];//0x10372
float NoM134Idle;//0x103DC
};

struct CBase
{
CPlayer* pLocal;
char xUnknown1[1171732];
CPlayer** pGlobal;
};