WarRock EU - Code Snippets

07/07/2012 19:16 head12344#7396
Frage: Habe nen Hack, mit einigen Funktionen und der braucht schon richtig CPU. Normal: 25 %, mit Hack 60 %. Ist das normal?

Liegt es an der Hack Loop? Oder an den Threads? Habe 4 Threads, und mein Sleep in den Hack Loops ist 4!

Wie kann ich machen, dass er weniger CPU verbraucht?
07/07/2012 19:48 HighTekNologies#7397
Quote:
Originally Posted by head12344 View Post
Frage: Habe nen Hack, mit einigen Funktionen und der braucht schon richtig CPU. Normal: 25 %, mit Hack 60 %. Ist das normal?

Liegt es an der Hack Loop? Oder an den Threads? Habe 4 Threads, und mein Sleep in den Hack Loops ist 4!

Wie kann ich machen, dass er weniger CPU verbraucht?
Versuch es mal mit 5, das ist mein Sleep... ansonsten hast du i-einen Fehler drinnen!

void HackLooP()
{
for (;;)
{
PlayerHacks();
ServerHacks();
Sleep(5);
}
}

Hast du I-welche Funktionen an? Wenn ja überprüfe mal diese... Das hab ich mal gestest, wenn du unter einer Funktion Sleep(200) Stehen hast dann frisst das CPU wie weiß gott... Maximal Sleep value ist meines erachtens 20 Ansonsten frisst es zu viel.
07/07/2012 20:28 __BuRn3R#7398
Quote:
Originally Posted by head12344 View Post
Frage: Habe nen Hack, mit einigen Funktionen und der braucht schon richtig CPU. Normal: 25 %, mit Hack 60 %. Ist das normal?

Liegt es an der Hack Loop? Oder an den Threads? Habe 4 Threads, und mein Sleep in den Hack Loops ist 4!

Wie kann ich machen, dass er weniger CPU verbraucht?
Versuch es mal mit einem Sleep von 15 - 20.
07/07/2012 20:35 Supremex3#7399
Quote:
Originally Posted by HighTekNologies View Post
Versuch es mal mit 5, das ist mein Sleep... ansonsten hast du i-einen Fehler drinnen!

void HackLooP()
{
for (;;)
{
PlayerHacks();
ServerHacks();
Sleep(5);
}
}

Hast du I-welche Funktionen an? Wenn ja überprüfe mal diese... Das hab ich mal gestest, wenn du unter einer Funktion Sleep(200) Stehen hast dann frisst das CPU wie weiß gott... Maximal Sleep value ist meines erachtens 20 Ansonsten frisst es zu viel.
Frisst nicht unbedingt mehr CPU...
Das hält den Thread nur für 5 ms an (in diesem fall).
Also sleep(1000) würde den thread für 1 sekunde anhalten.
07/07/2012 21:13 xBioK1ngz#7400
Code:
#define ADR_PLAYERPOINTER 0xA36398
#define OFS_VEHICLEPOINTER 0xC4BC
#define OFS_VEHICLENODELAY_1 0x2BC
#define OFS_VEHICLENODELAY_2 0x3B4
#define OFS_VEHICLENODELAY_3 0xA4
#define OFS_VEHICLENODELAY_4 0x100
#define OFS_VEHICLENODELAY_5 0x130
DWORD dwPlayerPointer = *(DWORD*)(ADR_PLAYERPOINTER);  
DWORD dwVehiclePointer = (*(DWORD*)(dwPlayerPointer+OFS_VEHICLEPOINTER));
DWORD dwDelayPointer_1 = *(DWORD*)(dwVehiclePointer+OFS_VEHICLENODELAY_1);
DWORD dwDelayPointer_2 = *(DWORD*)(dwVehiclePointer+OFS_VEHICLENODELAY_2);
DWORD dwDelayPointer_3 = ( *(DWORD*)( dwDelayPointer_1 + OFS_VEHICLENODELAY_3 ) + ( dwDelayPointer_2 * 4 ) );
DWORD dwDelayPointer_4 = ( *(DWORD*)( dwDelayPointer_3 ) );
DWORD dwDelayPointer_5 = ( dwDelayPointer_4 + OFS_VEHICLENODELAY_4 );
*(DWORD*)(dwDelayPointer_5+OFS_VEHICLENODELAY_5) = 0;
[ Vehicle - No Delay ]
Ich weiß, der Code ist bischen OMFG .. aber er geht ;D
Credits. CyberRazzer
07/07/2012 21:20 *DreamLegend*#7401
if(CH_WTW == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) +0.02);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) +0.02);}
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) -0.01);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) -0.01);}
}
07/07/2012 21:27 HighTekNologies#7402
Suche aktuelle E9Detour

Danke


Quote:
Originally Posted by *DreamLegend* View Post
if(CH_WTW == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) +0.02);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) +0.02);}
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) -0.01);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) -0.01);}
}
Danke für den Code :D

könnten Sie mir helfen den einzusetzten? Wenn es ihnen keine umstände macht...
07/07/2012 21:33 __BuRn3R#7403
CPlayer Structs:

Code:
struct CPlayer
{
	char BuRn3R1[50236];//0x00
	float NoRecoil1;//0xC43C
	float NoRecoil2;//0xC440
	float NoRecoil3;//0xC444
	char BuRn3R2[72];//0xC448
	BYTE Index;//0xC490
	char BuRn3R3[15631];//0xC491
	float Pitch;//0x101A0
	char BuRn3R4[24];//0x101A4
	float Yaw;//0x101BC
	char BuRn3R5[12];//0x101C0
	float ViewX;//0x101CC
	float ViewY;//0x101D0
	float ViewZ;//0x101D4
	char BuRn3R6[108];//0x101D8
	BYTE PlayerState;//0x10244
	char BuRn3R7[179];//0x10245
	float PosX;//0x102F8
	char BuRn3R8[4];//0x102FC
	float PosY;//0x102F0
	char BuRn3R9[4];//0x102F4
	float PosZ;//0x10300
};
Credits to me.

Greets, BuRn3R!
07/07/2012 21:49 cheatslaw#7404
Quote:
Originally Posted by _BuRn3R_ View Post
CPlayer Structs:

Code:
struct CPlayer
{
	char BuRn3R1[50236];//0x00
	float NoRecoil1;//0xC43C
	float NoRecoil2;//0xC440
	float NoRecoil3;//0xC444
	char BuRn3R2[72];//0xC448
	BYTE Index;//0xC490
	char BuRn3R3[15631];//0xC491
	float Pitch;//0x101A0
	char BuRn3R4[24];//0x101A4
	float Yaw;//0x101BC
	char BuRn3R5[12];//0x101C0
	float ViewX;//0x101CC
	float ViewY;//0x101D0
	float ViewZ;//0x101D4
	char BuRn3R6[108];//0x101D8
	BYTE PlayerState;//0x10244
	char BuRn3R7[179];//0x10245
	float PosX;//0x102F8
	char BuRn3R8[4];//0x102FC
	float PosY;//0x102F0
	char BuRn3R9[4];//0x102F4
	float PosZ;//0x10300
};
Credits to me.

Greets, BuRn3R!
If you release it make sure you got everything updated and not some outdated in there, but since you probably use one of this "nub" struct loggers that everyone is leeching over and over again without understanding how it works, then yeh...
07/08/2012 12:01 .BuBBLe#7405
Code:
#define ADR_HSCALLBACK1	        0x007907A
#define ADR_HSCALLBACK2	        0x0009FA8
#define ADR_HSNNANOSCAN1 	0x0096863
#define ADR_HSNNANOSCAN2	        0x009457F
#define ADR_HS_CRCPATCH	        0x00786DC
#define ADR_CRCPATCH                  0x417E77
#define ADR_EHSVCJUMP2 0x005C19B4 


BYTE NOPS		  []  = { 0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90 };
BYTE RETR		  []  = { 0x31,0x31,0x31,0x31,0x31,0x31,0x31,0x31 };
BYTE NANOSCAN1ON  [2] = { 0x03,0xD2 };
BYTE NANOSCAN2ON  [5] = { 0xB8,0x00,0x00,0x00,0x00 };
BYTE NANOSCAN1OFF [2] = { 0x03,0xC2 };
BYTE NANOSCAN2OFF [5] = { 0xE8,0xFE,0x17,0x00,0x00 }; 
	

INT BypassMain ( void )
{
	BOOL Patched = FALSE;
	BOOL Patch = TRUE;
	
	DWORD dwHSModule = NULL;
	do{
		dwHSModule =  (DWORD)GetModuleHandleA("ehsvc.dll");
		Sleep(15);
	}while(!dwHSModule);
	for ( ; ; )
	{
		if(dwHSModule != 0 && Patched == FALSE && Patch == TRUE)
		{
			cTools->WriteMemory((PVOID)ADR_CRCPATCH,(LPVOID)NOPS,2);
			cTools->WriteMemory((PVOID)ADR_EHSVCJUMP2,(LPVOID)"\xEB",1);
			cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSCALLBACK1),(LPVOID)"\x74",1);
			cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSCALLBACK2),(LPVOID)"\xC3",1);
			cTools->WriteMemory((PVOID)(dwHSModule+ADR_HS_CRCPATCH),(LPVOID)"\xC2\x04\x00",3);
			
			cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN1),(LPVOID)NANOSCAN1ON,2);
			cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN2),(LPVOID)NANOSCAN2ON,5);
			Sleep(4000);
			cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN1),(LPVOID)NANOSCAN1OFF,2);
			Patched = TRUE;
			Patch = FALSE;
		}
		else
		{
			if(dwHSModule != 0 && Patched == TRUE && Patch == FALSE)
			{
				cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN2),(LPVOID)NANOSCAN2OFF,5);
				Patched = FALSE;
				Patch = TRUE;
			}
		}
		Sleep(30);
	}
	
	return NULL;
}
Credits : BuBBLe!
07/08/2012 13:00 Instiinqzx3™#7406
was sind die Bytes für

EhsvcSelfCrC
Detection
NanoCheck1
NanoCheck2
NanoCheck3
HSAntiCrash
Asm Detection

?
07/08/2012 14:04 xRoute66x#7407
Code:
#define OFS_NxCash 0xA36338

		if (CH_NXCash)
		{
			*(int*)(OFS_NxCash)= 10000;
		}
07/08/2012 15:00 bodhi12#7408
suche on bytes

quick plant
quick defuse
plant anywhere
defuse anywhere
07/08/2012 16:30 __BuRn3R#7409
Quote:
Originally Posted by bodhi12 View Post
suche on bytes

quick plant
quick defuse
plant anywhere
defuse anywhere
Ohne Addys geht es schlecht.

Paar Asm Funktionen:

Code:
if (Asm_AutoMedic == 1)
{
	memcpy((void *)(0x4EBA5F), (void *)"xEB\x15", 2);
}

if (Asm_AutoMedic == 0)
{
	memcpy((void *)(0x4EBA5F), (void *)"x75\x15", 2);
}
if (Asm_AutoAmmo == 1)
{
	memcpy((void *)(0x4EB95B), (void *)"xEB\x15", 2);
}

if (Asm_AutoAmmo == 0)
{
	memcpy((void *)(0x4EB95B), (void *)"x75\x15", 2);
}

if (Asm_UnlAmmo == 1)
{
	memcpy((void *)(0x4F72F2), (void *)"xC3", 1);
}

if (Asm_UnlAmmo == 0)
{
	memcpy((void *)(0x4F72F2), (void *)"x56", 1);
}

if (Asm_NoReload == 1)
{
	memcpy((void *)(0x4FF1BE), (void *)"xEB\x84", 2);
}

if (Asm_NoReload == 0)
{
	memcpy((void *)(0x4FF1BE), (void *)"x0F\x84", 2);
}
07/08/2012 17:44 xBioK1ngz#7410
Quote:
Originally Posted by _BuRn3R_ View Post
Ohne Addys geht es schlecht.

Paar Asm Funktionen:

Code:
if (Asm_NoReload == 1)
{
	memcpy((void *)(0x4FF1BE), (void *)"xEB\x84", 2);
}
if (Asm_NoReload == 0)
{
	memcpy((void *)(0x4FF1BE), (void *)"x0F\x84", 2);
}
Fail,oder ?

Code:
DWORD ASM_NORELOAD = 0x4FF1BE;
if ( cWeaponHacks.NoReload )
{
	pTools->WriteMemory((LPVOID)(ASM_NORELOAD),(LPBYTE)"\x90\x90\x90\x90\x90\x90",6);
}
else
{
	pTools->WriteMemory((LPVOID)(ASM_NORELOAD),(LPBYTE)"\x0F\x84\x2F\x01\x00\x00",6);
}