War Rock Cheat Programming Discussion

08/30/2013 00:20 Raz9r#91
Quote:
Originally Posted by .BlackHat View Post
Here are some parts of my convertes items.xml :3
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I can convert items.bin to XML within 3.5 seconds :D
Der richtige Release für dieses Topic wäre der Source Code gewesen um diese XML Datei zur Runtime zu entschlüsseln, auszulesen und in einer std::unordered_map (oder einem ähnlichen Container) zu speichern. ;-)
Diese Daten können nämlich zur Runtime echt praktisch sein, wenn man seinen Weapon Binder nicht immer manuell aktualisieren möchte.
08/30/2013 02:31 n4n033#92
Quote:
Originally Posted by Hepe2567™ View Post
*Request Base warrock Fixed ??
0x00 Logger Forever <3

Code:
/*________________________________________________*/
/*________________________________________________*/
/*_____________________N4n033_____________________*/
/*________________________________________________*/
/*________________________________________________*/
#define ADR_GAMENOTICE        0x**
#define ADR_GAMETEXT          0x**
#define ADR_DEVICEPOINTER     0x**
#define OFS_DEVICEPOINTER     0x**
#define ADR_PLAYERPTR         0xAED41C
#define ADR_SERVERPTR         0xAE7BE4
#define ADR_BASEPTR           0xB1FE10
#define ADR_VIEWANGELS        0xAE6C90
#define ADR_GMALERTIP         0x**
#define ADR_GMALERTNAMEBASE   0x**
#define ADR_GMALERTNAME       0x**
#define ADR_BACKINLOBBY       0x**
#define OFS_NOFALLDAMAGE      0x0
#define OFS_PREMIUM           0x3CC
#define OFS_PLAYERSTARE       0xC4CC
#define OFS_SLOTS             0x9F1E4
#define OFS_SUPERJUMP         0x10308
#define OFS_ROOMMASTER        0x9C7E8
#define OFS_SUPERMASTER       0x9C750
#define OFS_PLAYERSLOT        0xB8368
#define ADR_SPEED             0x8CD5C0
#define ADR_SPEEDROLLING      0x8CD3E8
#define ADR_SCOPE             0x938450
#define ADR_GETBASE           0x8261C
#define ADR_NEWCBASE          0x82618
#define ADR_UNLOCKSWIM        0x4014CB
#define ADR_SWIM1             0xADEA7C
#define ADR_SWIM2             0xAED45C
#define ADR_INVEHICLE         0xAED460
#define ADR_NOWATER_1         0xAF423C
#define ADR_NOWATER_2         0xAF4240
#define ADR_WEAPONBASE        0xB0BE08
#define ADR_SLOTBASE          0x9E040
#define ADR_PLAYERID          0xA40
#define ADR_DAMAGEAS          0x**
#define ADR_UNLOXYGEN         0x**
#define ADR_PRONE             0x4F81BD
#define ADR_NOSPREAD          0x50EC80
#define ADR_NORECOIL          0x500FF1
#define ADR_NORELOAD          0x51BFD2
#define ADR_BULLETS           0x**
#define ADR_BULLETSJMP        0x**
#define ADR_STAMINA1          0x45769C
#define ADR_STAMINA2          0x4019DC
#define ADR_STAMINA3          0x4F8484
#define ADR_VEHNODAMAGE       0x**
#define ADR_VEHINVISIBLE      0x**
#define ADR_VEHSUPERFIRE1     0x**
#define ADR_VEHSUPERFIRE2     0x**
#define ADR_VEHSUPERFIRE3     0x**
#define ADR_UNLAMMO           0x**
#define ADR_WALKTHRU          0x7726B0
#define ADR_ANTIAFK           0x594299
#define ADR_QUICKSPAWN1       0x5E4DC3
#define ADR_QUICKSPAWN2       0x5E4DDD
#define ADR_FASTRELOAD1       0x51C1BE
#define ADR_FASTRELOAD2       0x599E21
#define ADR_STAMINAUP1        0x4095A5
#define ADR_STAMINAUP2        0x4095A5
#define ADR_CLIPA             0x45661E
#define ADR_CLIPS             0x456637
#define ADR_SNIPERPX          0x456645
#define ADR_COMPBANDAGE       0x45661E
#define ADR_DEATHCAM          0x**
#define ADR_ANTIFLASH         0x**
#define ADR_ANTIM14           0x**
#define ADR_MINEINFO1         0x**
#define ADR_MINEINFO2         0x**
#define ADR_MINEINFOFFA1      0x**
#define ADR_MINEINFOFFA2      0x**
#define ADR_INVISIBLE         0x**
#define ADR_RADARGPS          0x**
#define ADR_RADARFFA1         0x**
#define ADR_RADARFFA2         0x**
#define ADR_NORESTRICTION     0x**
#define ADR_AUTOSHOT          0x**
#define ADR_QUICKPLANT        0x512E16
#define ADR_QUICKDEFUSE       0x50EEE9
#define ADR_PLANTANYWHERE     0x**
#define ADR_BONESHOT          0x44A4FE
#define ADR_AUTOHEAL1         0x**
#define ADR_AUTOHEAL2         0x**
#define ADR_AUTOAMMO1         0x**
#define ADR_AUTOAMMO2         0x**
#define ADR_AUTOREPAIR1       0x**
#define ADR_AUTOREPAIR2       0x**
#define ADR_AUTOREPAIR3       0x**
#define ADR_ANTIOVERHEART     0x**
#define ADR_SHOTTHRU1         0x**
#define ADR_SHOTTHRU2         0x**
#define ADR_PREMCROSSCALL1    0x**
#define ADR_PREMCROSSCALL2    0x**
#define ADR_PREMCROSSCHANGE   0x**
#define ADR_PREMIUMCROSS1     0x**
#define ADR_PREMIUMCROSS2     0x**
#define ADR_UNLOCKCROSS       0x**
#define ADR_OPK1              0x408310
#define ADR_OPK2              0x408319
#define ADR_OPK3              0x408325
#define ADR_ZERODELAY         0x**
#define ADR_SPAMBOT           0x**
#define ADR_ChatHandler       0x**
#define ADR_FAKEKICK          0x**
#define ADR_USERKILL          0x**
#define ADR_ARTILLERY1        0x**
#define ADR_ARTILLERY2        0x**
#define ADR_ARTILLERY3        0x**
#define ADR_ARTILLERY4        0x**
#define ADR_ARTILLERY5        0x**
#define ADR_ARTILLERY6        0x**
#define ADR_ARTILLERY7        0x**
#define ADR_ARTILLERY8        0x**
#define ADR_VEHJUMP1          0x**
#define ADR_VEHJUMP2          0x**
#define ADR_VEHJUMP3          0x**
#define ADR_AUTOREADYSTART    0x**
#define ADR_WEAPONGRAVITY     0x8CD1E8
#define ADR_USERNAME          0xB20454
#define ADR_USERIP            0xB20318
#define ADR_CHECKREADYSTART   0xB20858
#define ADR_CLASSROOMPOINTER  0xAED674
#define ADR_WEAPONGLOBAL1     0xB0BDC8
#define ADR_WEAPONGLOBAL2     0xB60708
#define ADR_NOBOUNDS1         0xB7FAE4
#define ADR_NOBOUNDS2         0xB7FAE8
#define ADR_NOBOUNDS3         0xB7FAF0
#define WrCheck1              0x**
#define WrCheck2              0x**
/*________________________________________________*/
/*________________________________________________*/
/*_____________________Thanks_____________________*/
/*_____R3d_L!n3, AeroMan, NoName, GigaByte, King7_____*/
/*________________________________________________*/
08/30/2013 13:49 xKahba#93
Quote:
Originally Posted by Raz9r View Post
Der richtige Release für dieses Topic wäre der Source Code gewesen um diese XML Datei zur Runtime zu entschlüsseln, auszulesen und in einer std::unordered_map (oder einem ähnlichen Container) zu speichern. ;-)
Diese Daten können nämlich zur Runtime echt praktisch sein, wenn man seinen Weapon Binder nicht immer manuell aktualisieren möchte.
Ich glaube in der Runtime sind dir doch gar nicht crypted o.o ?
08/30/2013 14:36 .BlackHat#94
Quote:
Originally Posted by xKahba View Post
Ich glaube in der Runtime sind dir doch gar nicht crypted o.o ?
AFAIK ist das doch so.. nur als datei gecrypted oO

Mir gings nur darum dass ich die XML brauche um schnell auf Item Daten zuzugreifen (einige tools und coole sachen halt :D).

#edit
0x00B0BC62 <- ADR_AUTHORTY wieder gefunden :D
set to 0x7B (data type: word) after joining a server.
08/30/2013 16:47 BlackLegend™##95
Quote:
//================= EHSVC =================//
EhsVc.dll Entry Point : 0x3D01000
EhsVc.dll .code Size : 0x108000
EhsVc.dll .code Offset : 0x1000

//================ BYPASS1 =================//
#define ADR_HSCallBack1 0x008BB90
#define ADR_HSCallBack2 0x000AC28
#define ADR_HSNanoScan1 0x00AD6F5
#define ADR_HSNanoScan2 0x00AABBE
//================ BYPASS2 =================//
#define Detection 0x000AB90
#define NanoCheck1 0x0043BEE
#define NanoCheck2 0x0040F5F
//================= Other =================//
#define HSAntiCrash 0x0043C64
#define Asm Detection 0x00331FD
//======= Made By BlackLegend & NikM =======//
//========== Only Public Bitch! ==========//
Viel spaß.
08/30/2013 17:59 Raz9r#96
Quote:
Originally Posted by xKahba View Post
Ich glaube in der Runtime sind dir doch gar nicht crypted o.o ?
Quote:
Originally Posted by .BlackHat View Post
AFAIK ist das doch so.. nur als datei gecrypted oO

Mir gings nur darum dass ich die XML brauche um schnell auf Item Daten zuzugreifen (einige tools und coole sachen halt :D).
Mir ging es darum zur Runtime diese Datei zu entschlüsseln und einzulesen, damit man nicht immer die entsprechenden Sachen reversen muss.
08/30/2013 20:51 .BlackHat#97
Quote:
Originally Posted by Raz9r View Post
Mir ging es darum zur Runtime diese Datei zu entschlüsseln und einzulesen, damit man nicht immer die entsprechenden Sachen reversen muss.
Ich kann dir nicht ganz folgen.
09/01/2013 12:07 BlackLegend™##98
Quote:
#define ADR_CLANTAG_1 0xB0BDA8
#define ADR_CLANTAG_2 0xB0BD64//ClanTag1-44
#define ADR_CLANTAG_3 0xB0BDB0//ClanTag1+8
#define ADR_CLANTAG_4 0xB0BDAC//ClanTag1+4
#define ADR_ENBLCLANCHAT 0xAA3684
#define ADR_CLANNAME 0xB0BD68//ClanTag2+4

#define ASM_SNIPERPX 0x45666D
#define ASM_BANDAGE 0x4566A0
#define ASM_ASSAULTAMMO 0x45661E
#define ASM_SNIPERAMMO 0x456637
#define ASM_STAMINAUP1 0x4095A5
#define ASM_STAMINAUP2 0x4095EC
#define ASM_DEATHCAM 0x4566D2
Viel Spaß.
09/04/2013 01:33 charlie993#99
could someone post current dumped ehsvc.dll? Thanks in advance
09/04/2013 04:18 ProZeroX#100
drunk mode off /nothing changed oo
ADDIES up

FUNCTIONS (CREDITS: ROBERTO)

BYPASS (NOT UPDATED, BUT ITS WORKING FOR ME ROFL I DONT KNOW WHY)

VMT HOOK (CREDITS: DUNNO I THINK ROBERTOS)

STRUCTS: (CREDITS: KAZBAH OR SOMEONE IDK)

ESP: (FROM ROBERTO BASE)

have fun. full credits to roberto, nikm, kazbah and much more *laugh ova 9000* /drunk mode

fully supports copy and paste, also the copy of paste level of this content is over 9000.

I'll update the adresses for like the next 2-3 updates and make them public, so hf.
09/05/2013 19:05 GigaByte™#101
Request:

WR Dump 16.03.2013 & Ehsvc Dump 16.03.2013

Ehsvc Dump 05.10.2013 Thanks!
09/06/2013 14:10 wSiiCK#102
Code:
//=========================================\
//=============== wSiiCK Logger =============\
//=============      v.1.2     ============\
//============= Start logging =============\
//=========================================\

//~~~~~~~~~~~~Pointers~~~~~~~~~~~~
unsigned long ptrLocalPlayer = 0x00AED41C;
unsigned long ptrRemotePlayer = 0x00B6FA38;
unsigned long ptrLocalServer = 0x00AE7BE4;
unsigned long ptrRemoteBase = 0x00B1FE10;
unsigned long ptrViewPort = 0x00AE6C90;
unsigned long ptrWeapon1 = 0x00B0BDC8;
unsigned long ptrWeapon2 = 0x00B60708;
unsigned long ptrVehicle1 = 0x00AE6DFC;
unsigned long ptrVehicle2 = 0x00AE6D94;

//~~~~~~~~~~~~Memory~~~~~~~~~~~~~
unsigned long memWalkHeigth = 0x008CD2A0;
unsigned long memClanTag1 = 0x00B0BDA8;
unsigned long memClanTag2 = 0x00B0BD64;
unsigned long memClanTag3 = 0x00B0BDB0;
unsigned long memClanTag4 = 0x00B0BDAC;
unsigned long memClanChat = 0x00AA3684;
unsigned long memClanName = 0x00B0BD68;
unsigned long memSpeed = 0x008CD5C0;
unsigned long memGlobalSpeed = 0x00AE6CB4;
unsigned long memSTW = 0x00AE70B4;
unsigned long memBoneShot = 0x008CE1F0;
unsigned long memNoBounds = 0x00B7FAE4;
unsigned long memNoSpawnWait = 0x00B8A084;
unsigned long memPlantAnyWhere = 0x00AE6CCE;
unsigned long memDefuseAnyWhere = 0x0093846C;

//~~~~~~~~~~~~Binder~~~~~~~~~~~~~
unsigned long adrClassBase = 0x00B207B8;
unsigned long adrSlotBase = 0x009E040;
unsigned long adrWeaponBase = 0x00B0BE08;

//~~~~~~~~~~~~Offsets~~~~~~~~~~~~~
unsigned long ofsRecoil = 0x00C448;
unsigned long ofsViewX = 0x00101D4;
unsigned long ofsViewY = 0x00101D8;
unsigned long ofsViewZ = 0x00101DC;
unsigned long ofsPosX = 0x0010300;
unsigned long ofsPosY = 0x0010308;
unsigned long ofsPosZ = 0x0010310;
unsigned long ofsPitch = 0x00101A8;
unsigned long ofsYaw = 0x00101C4;
unsigned long ofsNoFallDamage = 0x00102E8;
unsigned long ofsGlobalSize = 0x00B18;
unsigned long ofsLocalSize = 0x00A1DC;
unsigned long ofsSlot1 = 0x009F1E0;
unsigned long ofsSlot2 = 0x009F1E1;
unsigned long ofsSlot3 = 0x009F1E2;
unsigned long ofsSlot4 = 0x009F1E3;
unsigned long ofsSlot5 = 0x009F1E4;
unsigned long ofsSlot6 = 0x009F1E5;
unsigned long ofsSlot7 = 0x009F1E6;
unsigned long ofsSlot8 = 0x009F1E7;
unsigned long ofsInvisible = 0x00B7E4C;

//~~~~~~~~~~~~Weapon Offsets~~~~~~~~~~~~~
unsigned long ofsDamage = 0x0014C0;
unsigned long ofsDefence = 0x0014C4;
unsigned long ofsRange = 0x0014C8;
unsigned long ofsAmmoNumber = 0x0014CC;
unsigned long ofsMagazineNumber = 0x0014D0;
unsigned long ofsEffectRange = 0x0014D4;
unsigned long ofsParabola = 0x0014D8;
unsigned long ofsSpeed = 0x0014E8;
unsigned long ofsWeaponWheight = 0x0014EC;

//~~~~~~~~~~~~Remote~~~~~~~~~~~~~
unsigned long ofsRemoteName = 0x00644;

//~~~~~~~~~~~~Assembler~~~~~~~~~~~~~
unsigned long asmNoHSKick = 0x004E0F64;

//~~~~~~~~~~~~Structs~~~~~~~~~~~~
class CPlayer
{
public:
  CHAR _00[0x101A8];
  FLOAT fPitch;
  CHAR _01[0x18];
  FLOAT fYaw;
  CHAR _02[0xC];
  FLOAT fReadableX;
  FLOAT fReadableY;
  FLOAT fReadableZ;
  CHAR _03[0x120];
  FLOAT fWriteableX;
  CHAR _04[0x4];
  FLOAT fWriteableY;
  CHAR _05[0x4];
  FLOAT fWriteableZ;
}; // => 0x10314

class CWeapon
{
public:
	CHAR _00[0x14C0];
	DWORD dDamage;
	DWORD dDefence;
	DWORD dRange;
	DWORD dAmmoNum;
	DWORD dMagazineNum;
	DWORD dEffectRange;
	DWORD dParabola;
	CHAR _01[0xC];
	DWORD dShotSpeed;
	DWORD dWeight;
}; // => 0x14F0

class CBase
{
public:
	CPlayer* _Local;
	CHAR _00[0x82618]
	CPlayer** _Remote;
}; // => 0xB6FA3C

CBase* _pBase = (CBase*)0x00AED41C;
CPlayer* _pPlayer = (CPlayer*)0x00AED41C;
//==============  Next logging  ===========\
Have fun
09/07/2013 00:44 charlie993#103
REQUEST:

LAST DUMP WarRock.exe & EhSvc.dll

Thanks again in advance
09/08/2013 06:41 babyiloveyou12#104
Code:
unsigned long ofsAmmoNumber = 0x0014CC;

void AmmoNo()
{
DWORD player = *(DOWRD*)Playerptr;
if(player!=0)
{
*(DWORD*)player+ofsAmmoNumber = 99999;
}
}
this is correct?
09/08/2013 08:26 3dVision#105
Quote:
Originally Posted by babyiloveyou12 View Post
Code:
unsigned long ofsAmmoNumber = 0x0014CC;

void AmmoNo()
{
DWORD player = *(DOWRD*)Playerptr;
if(player!=0)
{
*(DWORD*)player+ofsAmmoNumber = 99999;
}
}
this is correct?
No, use structs in order to do so..