WarRock EU - Code Snippets

05/26/2012 22:50 xXrussXx#7111
Quote:
Originally Posted by Ven0m' View Post
Nein,tust du nicht. ;)
Er weis es aber Kopfhoch!! Das is Falsche section um sowas zu bereden ihr spamt nur
AntiSpam:

Perfektes ScalareJump
if (CH_SuperJump == 1)
{
DWORD Player = *(DWORD*)Playerpointer;
if(Player != 0)
{
if(GetAsyncKeyState(VK_CONTROL))
{
*(float*)(Player+Z_Offset) = *(float*)(Player+Z_Offset) += 70;
}}}
05/26/2012 23:42 xCrazia#7112
Release euch hier meinen kleinen HSJumpCheck Bypass, da es eh nur noch paar Tage bis zum Nexon Update sind.
Info: Dieser kleiner aber feiner Bypass sorgt dafür, dass euer Hack stabiler läuft.
Code:
void MEMwrite(void *adr, void *ptr, int size)//Define of Memwrite
{
DWORD OldProtection;
VirtualProtect(adr,size,PAGE_EXECUTE_READWRITE, &OldProtection);
memcpy(adr,ptr,size);
VirtualProtect(adr,size,OldProtection, &OldProtection);
}
DWORD _CALLSERVERCHECK = *(DWORD*)Addys::Ptr::CallServerCheck;//Defines CallServerCheck
DWORD WINAPI HackShieldJumpCheck(LPVOID)//Defines HackShieldJumpCheck Bypass
{
	DWORD HSCheck = 0;
	do{
		HSCheck = (DWORD)GetModuleHandleA("EHSVC.DLL");//Defines HSCheck (EHSVC.DLL)
Sleep(100);//Waiting 100 MS
}while(!HSCheck);//While to block the little Response of HackShield
	if(_CALLSERVERCHECK!=0)//If CallServerCheck is active
	{ //DO
		pHS->Abnormal_Gameplay1 = 0x0 ; // Blocking AbnormalGamePlay Message1
		pHS->Abnormal_Gameplay2 = 0x0 ; // Blocking AbnormalGamePlay Message2
		pHS->Abnormal_Gameplay3 = 0x0 ; // Blocking AbnormalGamePlay Message3
		pHS->Abnormal_Gameplay4 = 0x0 ; // Blocking AbnormalGamePlay Message4
		MEMwrite((void*)Addys::Asm::ASM_CRCPATCH,(PBYTE)"\x90\x90",2); //Bypassing CRC at (WarRock.exe)
	}
return 1;
}
Addys:
Credits:
xCrazia( Full Source )
Cyno ( Addy Structure )
//-> GIVE CREDITS IF YOU USING IT!
//-> DONT BE A LEECHER.
€:
Es werden nacher bestimmt welche kommen, die mich verbessern werden und denken das der Bypass nicht funktioniert aber das ist mir egal ich werde auch nicht darauf antworten für mich funktioniert er. :p
05/27/2012 12:13 __BuRn3R#7113
Hier mein menu:

Code:
		DrawBox(pDevice,(x - 8),y,Mxofs+20,Mmax*Mysize+35,BLACK);
		DrawRectangle(pDevice,(x - 8),y,Mxofs+20,20,2,GODBLUE);
		DrawRectangle(pDevice,(x - 8),(y + 15),Mxofs+20,Mmax*Mysize+20 ,2, GODBLUE);
Color:
#define GODBLUE D3DCOLOR_ARGB(255, 66, 127, 176)
#define BLACK D3DCOLOR_ARGB(255,000,000,000)

Enjoy.
05/27/2012 12:27 n4n033#7114
Quote:
Originally Posted by DashWar View Post
Hey,
wollte fragen ob das so funktionieren könnte:
Code:
#pragma once
#include<stdio.h>

const char MarienTxt[] = {"C:\Desktop\Vip-Hack\Marien.txt"};
char OpenSpirit(BYTE *Path)
{
	char *cPath = (char*)Path;
	errno_t Error;
	for(int i = 0;i<32;i++)
	{
		Error = (char)fopen(&cPath[i],"r");
		if(Error!=0)
		{
			MessageBoxA(0,"Error Spirit could not be found","ERROR[001]",MB_OK);
		}
		return cPath[i];

	}
	return 0;
}
BYTE cMarienMMap[] = {OpenSpirit((BYTE*)MarienTxt)};
oder ist das schwachsinn??
"C:\Desktop\Vip-Hack\Marien.txt" Need to be "C:\User\Desktop\Vip-Hack\Marien.txt"
05/27/2012 12:38 __BuRn3R#7115
Mein Structlogger Source + Pattern.

Pattern:
Code:
DWORD dwIndex = dwNoRecoil3 + 0x4C;
DWORD dwGravityX = dwIndex + 0x17;
DWORD dwGravityY = dwGravityX + 0x4;
DWORD dwGravityZ = dwGravityY + 0x4;
DWORD dwWeaponState = FindPattern((PBYTE)"\x8B\xB0\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x3B\xC6","xx????x????xx",2,true);
DWORD dwPlayerSpeed = dwNoSpread - 0x4;
DWORD dwAutoPlant = FindPattern((PBYTE)"\x89\xB3\x00\00\x00\x00\x89\xB3\x00\00\x00\x00\x66\x89\x83\x00\x00\x00\x00\x66\x89\xBB","xx????xx????xxx????xxx",2,true);
DWORD dwAutoDefuse = dwAutoPlant + 0x4;
DWORD dwAutoShot = dwAutoDefuse + 0x12;
DWORD dwViewX = FindPattern((PBYTE)"\x8D\x8B\x00\x00\x00\x00\xD8\x21","xx????xx",2,true);
DWORD dwViewY = dwViewX + 0x4;
DWORD dwViewZ = dwViewY + 0x4;
DWORD dwPitch = FindPattern((PBYTE)"\xD9\x93\x00\x00\x00\x00\x66\x89\x83\x00\x00\x00\x00\xD9\x93\x00\x00\x00\x00\x88\x83\x00\x00\x00\x00\x33\xC0","xx????xxx????xx????xx????xx",2,true);
DWORD dwYaw = FindPattern((PBYTE)"\xD8\xA0\x00\x00\x00\x00\xDC\x35\x00\x00\x00\x00\xDC\x0D\x00\x00\x00\x00\xD9\x5C\x24\x14","xx????xx????xx????xxxx",2,true);
DWORD dwWeapon1 = FindPattern((PBYTE)"\x66\x8B\x80\x00\x00\x00\x00\x66\x3B\x46","xxx????xxx",3,true);
DWORD dwWeapon2 = dwWeapon1 + 0x2;
DWORD dwWeapon3 = dwWeapon2 + 0x2;
DWORD dwNoRecoil1 = FindPattern((PBYTE)"\x8B\x87\x00\x00\x00\x00\x7A","xx????x",2,true);
DWORD dwNoRecoil2 = dwNoRecoil1 + 0x4;
DWORD dwNoRecoil3 = dwNoRecoil2 + 0x4;
DWORD dwNoM134Idle = FindPattern((PBYTE)"\x39\xBB\x00\x00\x00\x00\x0F\x85\x00\x00\x00\x00\x0F\xB7\x83","xx????xx????xxx",2,true);
DWORD dwFastNadeBlast = dwNoSpread + 0x4;
DWORD dwXAchse = FindPattern((PBYTE)"\x8D\x87\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xE8","xx????x????x",2,true);
DWORD dwYAchse = dwXAchse - 0x8;
DWORD dwZAchse = dwXAchse + 0x8;
DWORD dwNoSpread = FindPattern((PBYTE)"\xD9\x83\x00\x00\x00\x00\x0F\xB7\x85\x00\x00\x00\x00\xD9\xE8","xx????xxx????xx",2,true);
DWORD dwNoFallDamage = FindPattern((PBYTE)"\x8D\xB7\x00\x00\x00\x00\xD9\x1C\x24","xx????xxx",2,true);
Log Source:

Code:
	Writelog("struct CPlayer");
	Writelog("{");
	Writelog("	char xUnknown1[%d];//0x00",dwNoRecoil1);
	Writelog("	float NoRecoil1;//0x%X",dwNoRecoil1);
	Writelog("	float NoRecoil2;//0x%X",dwNoRecoil2);
	Writelog("	float NoRecoil3;//0x%X",dwNoRecoil3);
	Writelog("	char xUnknown2[%d];//0x%X",dwIndex - dwNoRecoil3 - 0x4, dwNoRecoil3 + 0x4);
	Writelog("	BYTE Index;//0x%X",dwIndex);
	Writelog("	char xUnknown3[%d];//0x%X",dwGravityX - dwIndex - 0x1, dwIndex + 0x1);
	Writelog("	float GravityX;//0x%X",dwGravityX);
	Writelog("	float GravityY;//0x%X",dwGravityY);
	Writelog("	float GravityZ;//0x%X",dwGravityZ);
	Writelog("	char xUnknown4[%d];//0x%X",dwWeaponState - dwGravityZ - 0x4, dwGravityZ + 0x4);
	Writelog("	int WeaponState;//0x%X",dwWeaponState);
	Writelog("	char xUnknown5[%d];//0x%X",dwNoSpread - dwWeaponState - 0x4, dwWeaponState + 0x4);
	Writelog("	float NoSpread;//0x%X",dwNoSpread);
	Writelog("	float FastNadeBlast;//0x%X",dwFastNadeBlast);
	Writelog("	char xUnknown6[%d];//0x%X",dwPitch - dwFastNadeBlast - 0x4, dwFastNadeBlast + 0x4);
	Writelog("	float Pitch;//0x%X",dwPitch);
	Writelog("	char xUnknown7[%d];//0x%X",dwYaw - dwPitch - 0x4, dwPitch + 0x4);
	Writelog("	float Yaw;//0x%X",dwYaw);
	Writelog("	char xUnknown8[%d];//0x%X",dwViewX - dwYaw - 0x4, dwYaw + 0x4);
	Writelog("	float ViewX;//0x%X",dwViewX);
	Writelog("	float ViewY;//0x%X",dwViewY);
	Writelog("	float ViewZ;//0x%X",dwViewZ);
	Writelog("	char xUnknown9[%d];//0x%X",dwWeapon1 - dwViewZ - 0x4, dwViewZ + 0x4);
	Writelog("	WORD Weapon1;//0x%X",dwWeapon1);
	Writelog("	WORD Weapon2;//0x%X",dwWeapon2);
	Writelog("	WORD Weapon3;//0x%X",dwWeapon3);
	Writelog("	char xUnknown10[%d];//0x%X",dwPlayerState - dwWeapon3 - 0x2, dwWeapon3 + 0x2);
	Writelog("	BYTE PlayerState;//0x%X",dwPlayerState);
	Writelog("	char xUnknown11[%d];//0x%X",dwNoFallDamage - dwPlayerState - 0x1, dwPlayerState + 0x1);
	Writelog("	float NoFallDamage;//0x%X",dwNoFallDamage);
	Writelog("	char xUnknown12[%d];//0x%X",dwXAchse - dwNoFallDamage - 0x4, dwNoFallDamage + 0x4);
	Writelog("	float PosX;//0x%X",dwXAchse);
	Writelog("	char xUnknown13[%d];//0x%X",dwYAchse - dwXAchse - 0x4, dwXAchse + 0x4);
	Writelog("	float PosY;//0x%X",dwYAchse);
	Writelog("	char xUnknown14[%d];//0x%X",dwZAchse - dwYAchse - 0x4, dwYAchse + 0x4);
	Writelog("	float PosZ;//0x%X",dwZAchse);
	Writelog("	char xUnknown15[%d];//0x%X",dwAutoPlant - dwZAchse - 0x4, dwZAchse + 0x4);
	Writelog("	DWORD AutoPlant;//0x%X",dwAutoPlant);
	Writelog("	DWORD AutoDefuse;//0x%X",dwAutoDefuse);
	Writelog("	char xUnknown16[%d];//0x%X",dwAutoShot - dwAutoDefuse - 0x4, dwAutoDefuse + 0x4);
	Writelog("	DWORD AutoShot;//0x%X",dwAutoShot);
	Writelog("	char xUnknown17[%d];//0x%X",dwNoM134Idle - dwAutoShot - 0x4, dwAutoShot + 0x4);
	Writelog("	float NoM134Idle;//0x%X",dwNoM134Idle);
	Writelog("};");
Enjoy it, credits to me!
05/27/2012 16:16 CyBerTürk™.#7116
New Features : NadeSize

Screenshot :
Source :
05/27/2012 16:49 cheatslaw#7117
Quote:
Originally Posted by CyBerTürk™. View Post
New Features : NadeSize

Screenshot :
Source :
Original credits to R3D_L!n3, he had it first
05/27/2012 16:55 CyBerTürk™.#7118
Quote:
Originally Posted by cheatslaw View Post
Original credits to R3D_L!n3, he had it first
but it may be
I did not see where the shared


Anti:
Code:
[B]Addys : #define ADR_SprintSpeed    0x865590
    switch( _Cy_SprintSpeed )
   {
	case 0:*(FLOAT*)(ADR_SprintSpeed) = (0.7);break;    //Normal Volue
	case 1:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*0);break; //NoSprint
	case 2:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*2);break; //x2Speed
	case 3:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*3);break; //x3Speed
	case 4:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*4);break; //x4Speed
	case 5:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*5);break; //x5Speed
        //e.t.c
   }
[-ReSearch CyBerTürk™][/B]
05/27/2012 17:11 cheatslaw#7119
Quote:
Originally Posted by CyBerTürk™. View Post
but it may be
I did not see where the shared
at least leave him some credits
he invented and started this function, not meaning to be rude bro, you know i love you :)
05/27/2012 17:16 CyBerTürk™.#7120
Quote:
Originally Posted by cheatslaw View Post
at least leave him some credits
he invented and started this function, not meaning to be rude bro, you know i love you :)
I said I do share the last final
I love you, thank you :)^^


Anti:

Code:
//---------SniperClip---------//

Addys : #define ADR_SniperClip   0x0A02367
if ( _Cy_SniperClip )
{
_asm MOV BYTE PTR DS:[ADR_SniperClip] , 1
}

//---------ExtraAmmo---------//

Addys : ADR_ExtraAmmo     0xA02368
if ( _Cy_ExtraAmmo )
{
_asm MOV BYTE PTR DS:[ADR_ExtraAmmo] , 1
}

//---------SniperZoom---------//

Addys : #define ADR_SniperZoom     0xA0236D 
if ( _Cy_SniperZoom )
{
_asm MOV BYTE PTR DS:[ADR_SniperZoom] , 1
}

//---------VBandage---------//

Addys : #define ADR_VBandage    0xA0236A 
if ( _Cy_VBandage )
{
_asm MOV BYTE PTR DS:[ADR_VBandage] , 1
}

[-ReSearch CyBerTürk™]
05/28/2012 12:56 xXrussXx#7121
Was ist die geschwindigkeit von rollspeed?

//RollSpeed
if (CH_RollSpeed ==0)
{
*(double*)(ADR_RollSpeed )=(?*1);
}

if (CH_RollSpeed ==1)
{
*(double*)(ADR_RollSpeed )=(?*2);
}

if (CH_RollSpeed ==2)
{
*(double*)(ADR_RollSpeed )=(?*3);
}

if (CH_RollSpeed ==3)
{
*(double*)(ADR_RollSpeed )=(?*4);
}
wär die source dann richtig?
05/28/2012 13:02 Instiinqzx3™#7122
Bei meinem alten Base war es so:

if(CH_RollSpeed == 1)
{
*(float*)ADR_RollSpeed = 200;
}

aber das war auch 1-2 jahre her :s

Meine frage:
könnt ihr mir bei dieser funktion helfen ? z.B

if (CH_SuperJump)
{
if (GetAsyncKeyState(VK_CONTROL))
{
p_Base->pLocal->PosZ = +***.**;
}
}

wie mache ich das jetzt genau mit der p_Base->pLocal usw ?
05/28/2012 13:22 __BuRn3R#7123
Code:
[========= Player Speed ==========]
if (CH_PlayerSpeed)
{
	DWORD PlayerSpeed = 0x8658D8;
	__asm
	{
		FMUL QWORD PTR DS:[Adress], 96 * 5;
	}
}

[======= Super No Spread =========]
if (CH_SuperNoSpread == 1)
{
	DWORD Adress = 0x8655C0;
	__asm
	{
		FADD QWORD PTR DS:[Adress], 5
	}
}

if (CH_SuperNoSpread == 0)
{
	DWORD Adress = 0x8655C0;
	__asm
	{
		FADD QWORD PTR DS:[Adress], 0
	}
}
05/28/2012 13:28 NikM#7124
Die Adresse zeigt auf einen null terminated String ...
Außerdem ist es völlig sinnlos die Adresse einfach nur zu pushen
05/28/2012 21:21 MilchMannx3#7125
Code:
if (triggerBot==1) 
{ 
DWORD ActivePL = *(DWORD*)ADR_TRIGGER; 
if( ActivePL == 0x2){ 
mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 ); 
triggerstop=true; 
}else{ 
if (triggerstop){ 
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 ); 
triggerstop=false; 
} 
if (GetAsyncKeyState(VK_LBUTTON)&0x8000) 
{ 
if (triggerstop){ 
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 ); 
triggerstop=false; 
} 
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 ); 
}else{ 
if (triggerstop){ 
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 ); 
triggerstop=false; 
} 
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 ); 
}}}