12544 DO_UDP_CHAR_MOVE 12548 DO_UDP_CHAR_MOVE_A 12549 DO_UDP_CHAR_MOVE_B 12800 DO_UDP_OBJ_MOVE 12801 DO_UDP_VEHICLE_MOVE 12802 DO_UDP_VEHICLE_MOVE_A 12803 DO_UDP_VEHICLE_MOVE_B 13312 DO_UDP_BULLET 13313 DO_UDP_DUMMY_INFO 13314 DO_UDP_HACK_INFO 13824 DO_UDP_TEXT_CHAT 24593 DO_PLAYER_INFO 24832 DO_GAME_SERIAL 25088 DO_JOIN_SERV 28673 DO_SET_CHANNEL 25344 DO_EVENT_MESSAGE 25600 DO_KEEP_ALIVE 28928 DO_USER_LIST 28960 DO_USER_LIST_EX 28944 DO_USER_LIST_MODIFY 29184 DO_ROOM_LIST 29200 DO_ROOM_INFO_CHANGE 29440 DO_CREATE_ROOM 29456 DO_JOIN_ROOM 29472 DO_QUICK_JOIN 29536 DO_CLAN_QUICK_JOIN 29488 DO_GUEST_JOIN 29504 DO_EXIT_ROOM 29505 DO_EXPEL_PLAYER 29520 DO_INVIT_ROOM 29696 DO_CHAT_MSG 30000 DO_GAME_PROTOCOL 29952 DO_GAME_USER_LIST 29953 DO_GAME_GUEST_LIST 29968 DO_GDATA_INFO 30001 DO_GAME_LAUNCH_COUNT 30002 DO_ROOM_DESTROY_CLOCK 30016 DO_GAME_CLOCK 30017 DO_GAME_UPDATE_DATA 30032 DO_GAME_SCORE 30048 DO_GAME_RESULT 29984 DO_GAME_IN_BOMB 29985 DO_GAME_IN_MISSION 30208 DO_ITEM_CONTROL 30224 DO_ITEM_DESTROY 30209 DO_CUSTOM_CONTROL 30225 DO_CUSTOMITEM_DESTROY 29971 DO_CITEM_CHANGE 31079 DO_CUSTOM_BOUNS 30230 DO_CUSTOM_CSHOP 30464 DO_TMARKET_PROTOCOL 29970 DO_BITEM_CHANGE 31490 DO_AI_GOAL 31492 DO_KILL_STREAK 31495 DO_GET_KILL_STREAK 31494 DO_AI_WAVE_NOTIFY 13441 DO_AI_DESTROY_BONUS 13442 DO_AI_DESTROY_TIME 31094 DO_AI_MASK_EVENT 29776 DO_MESSENGER_CTRL 30992 DO_EVENT_COUPON 30997 DO_EVENT_ALPHABET 31076 DO_CS_BONUS_EVENT 31008 DO_PLAYER_PROMOTION 31024 DO_PLAYER_OVER_BIGINNER 31072 DO_TEST_ALPHABET 31077 DO_SIEGEWAR_EVENT 31080 DO_SNOWBALL_EVENT 31081 DO_SEMESTER_BONUS 31089 DO_INGAME_BONUS 31090 DO_CHALLENGE_TIME 31091 DO_CHARACTER_BONUS 31092 DO_MAYEVENT_BONUS 31093 DO_MAYEVENT_ITEM 31104 DO_HAMMER_COUNT 31105 DO_HAMMER_ITEM 30720 DO_NCASH_PROCESS 30976 DO_SBI_CHANGE 30772 DO_EVENT_COUNTMISSION 30977 DO_SBC_CHANGE 30768 DO_GET_AMPEDCASH 30769 DO_POPUP_TOPUP 30241 DO_BOAST_ITEM 31264 DO_AHNHS_KEEPALIVE 31265 DO_AHNHS_DROP 22040 DO_CS_KEEPALIVE 30774 DO_SQUEAKYHAMMER_EVENT 30998 DO_EVENT_PUZZLE 31057 DO_TEST_PUZZLE_EVENT 31120 DO_EVENT_WATERBALLOON 13431 DO_WAVE_STATE 13432 DO_AI_SPAWN 13433 DO_AI_CHANGE_CONTROLLER 13440 DO_SPAWN_SKILL_ITEM_IN_SURVIVAL 30775 DO_PEAKTIME_EVENT 13443 DO_CHARIOT_KILL 31109 DO_REWARD_EVENT 30256 DO_LUCKYSHOT_UPDATE 30257 DO_LUCKYSHOT_INFO 30258 DO_LUCKYSHOT_PROCESS 30776 DO_DEFENCE_EVENT 30777 DO_ONGAMENET_EVENT 30784 DO_THANKSDINAR_EVENT 25601 DO_GET_SERVER_TIME 30999 DO_EVENT_KILL_COUNT 13444 DO_EVENT_SAKURA_KILL_COUNT
AmazingTurtle released them a year ago or so: [Only registered and activated users can see links. Click Here To Register...]Quote:
Warrock PacketID's and their original names
Found by meCode:12544 DO_UDP_CHAR_MOVE 12548 DO_UDP_CHAR_MOVE_A 12549 DO_UDP_CHAR_MOVE_B 12800 DO_UDP_OBJ_MOVE 12801 DO_UDP_VEHICLE_MOVE 12802 DO_UDP_VEHICLE_MOVE_A 12803 DO_UDP_VEHICLE_MOVE_B 13312 DO_UDP_BULLET 13313 DO_UDP_DUMMY_INFO 13314 DO_UDP_HACK_INFO 13824 DO_UDP_TEXT_CHAT 24593 DO_PLAYER_INFO 24832 DO_GAME_SERIAL 25088 DO_JOIN_SERV 28673 DO_SET_CHANNEL 25344 DO_EVENT_MESSAGE 25600 DO_KEEP_ALIVE 28928 DO_USER_LIST 28960 DO_USER_LIST_EX 28944 DO_USER_LIST_MODIFY 29184 DO_ROOM_LIST 29200 DO_ROOM_INFO_CHANGE 29440 DO_CREATE_ROOM 29456 DO_JOIN_ROOM 29472 DO_QUICK_JOIN 29536 DO_CLAN_QUICK_JOIN 29488 DO_GUEST_JOIN 29504 DO_EXIT_ROOM 29505 DO_EXPEL_PLAYER 29520 DO_INVIT_ROOM 29696 DO_CHAT_MSG 30000 DO_GAME_PROTOCOL 29952 DO_GAME_USER_LIST 29953 DO_GAME_GUEST_LIST 29968 DO_GDATA_INFO 30001 DO_GAME_LAUNCH_COUNT 30002 DO_ROOM_DESTROY_CLOCK 30016 DO_GAME_CLOCK 30017 DO_GAME_UPDATE_DATA 30032 DO_GAME_SCORE 30048 DO_GAME_RESULT 29984 DO_GAME_IN_BOMB 29985 DO_GAME_IN_MISSION 30208 DO_ITEM_CONTROL 30224 DO_ITEM_DESTROY 30209 DO_CUSTOM_CONTROL 30225 DO_CUSTOMITEM_DESTROY 29971 DO_CITEM_CHANGE 31079 DO_CUSTOM_BOUNS 30230 DO_CUSTOM_CSHOP 30464 DO_TMARKET_PROTOCOL 29970 DO_BITEM_CHANGE 31490 DO_AI_GOAL 31492 DO_KILL_STREAK 31495 DO_GET_KILL_STREAK 31494 DO_AI_WAVE_NOTIFY 13441 DO_AI_DESTROY_BONUS 13442 DO_AI_DESTROY_TIME 31094 DO_AI_MASK_EVENT 29776 DO_MESSENGER_CTRL 30992 DO_EVENT_COUPON 30997 DO_EVENT_ALPHABET 31076 DO_CS_BONUS_EVENT 31008 DO_PLAYER_PROMOTION 31024 DO_PLAYER_OVER_BIGINNER 31072 DO_TEST_ALPHABET 31077 DO_SIEGEWAR_EVENT 31080 DO_SNOWBALL_EVENT 31081 DO_SEMESTER_BONUS 31089 DO_INGAME_BONUS 31090 DO_CHALLENGE_TIME 31091 DO_CHARACTER_BONUS 31092 DO_MAYEVENT_BONUS 31093 DO_MAYEVENT_ITEM 31104 DO_HAMMER_COUNT 31105 DO_HAMMER_ITEM 30720 DO_NCASH_PROCESS 30976 DO_SBI_CHANGE 30772 DO_EVENT_COUNTMISSION 30977 DO_SBC_CHANGE 30768 DO_GET_AMPEDCASH 30769 DO_POPUP_TOPUP 30241 DO_BOAST_ITEM 31264 DO_AHNHS_KEEPALIVE 31265 DO_AHNHS_DROP 22040 DO_CS_KEEPALIVE 30774 DO_SQUEAKYHAMMER_EVENT 30998 DO_EVENT_PUZZLE 31057 DO_TEST_PUZZLE_EVENT 31120 DO_EVENT_WATERBALLOON 13431 DO_WAVE_STATE 13432 DO_AI_SPAWN 13433 DO_AI_CHANGE_CONTROLLER 13440 DO_SPAWN_SKILL_ITEM_IN_SURVIVAL 30775 DO_PEAKTIME_EVENT 13443 DO_CHARIOT_KILL 31109 DO_REWARD_EVENT 30256 DO_LUCKYSHOT_UPDATE 30257 DO_LUCKYSHOT_INFO 30258 DO_LUCKYSHOT_PROCESS 30776 DO_DEFENCE_EVENT 30777 DO_ONGAMENET_EVENT 30784 DO_THANKSDINAR_EVENT 25601 DO_GET_SERVER_TIME 30999 DO_EVENT_KILL_COUNT 13444 DO_EVENT_SAKURA_KILL_COUNT
Credits to: AmazingTurtle
typedef LRESULT(WINAPI * pSendMessage)(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
pSendMessage oSendMessage;
void detourFunc()
{
oSendMessage = (pSendMessage)Detour((DWORD)SendMessage, (DWORD)mySendMessage, 5);
}
LRESULT __stdcall mySendMessage(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
{
printf("[Debug Log] %s\n", wParam);
return oSendMessage(hWnd, Msg, wParam, lParam);
}
#define AutoAmmo_1 0x00502C47 #define AutoAmmo_2 0x00502C87 #define AutoMedic_1 0x00502D4E #define AutoMedic_2 0x00502F92 #define AutoRepair_1 0x0042CBC8 #define AutoRepair_2 0x0042CBF7 #define AutoRepair_3 0x0042CC97 #define AlwaysCross 0x005A30C3 #define NoReload 0x0051871E #define NoRestriction 0x004F1CCA #define QuickPlant 0x0050E93C #define QuickDefuse 0x0050A346 #define WalkTrueWalls 0x007AFA95 #define ShootTrueWalls 0x006417CB #define ShootTrueWalls_2 (ShootTrueWalls+0x6) #define NoDelay 0x005183DF #define OFS_NoDelay 0x000103F2 #define Bullets 0x0050C7E2 #define OPK_X 0x004085CA #define OPK_Y 0x004085D3 #define OPK_Z 0x004085DF #define UnlimitedOxygen 0x00504C43 #define Prone 0x004F2FB0 #define DamageAs 0x0050C6EF #define RadarGPS 0x005CF684 #define RadarGPSFFA 0x005CF6F3 #define AntiFlash 0x005DE32A #define AntiM14 0x005DE256 #define VehicleInvisible 0x00430E01 #define VehicleJump 0x0046586E #define VehicleJump_2 (VehicleJump+0x8) #define VehicleOverHeat 0x00763753 #define BoneShot 0x00451D6B #define Stamina1 0x0045F216 #define Stamina2 0x00401A06 #define Stamina3 0x005030FC #define AutoShot 0x004F1CBF #define FastReloadPX 0x00518A14 #define FastReloadPX_2 0x005CA694 #define Artillery1 0x005093ED #define Artillery2 0x005C4C61 #define Artillery3 0x005C4CE7 #define Artillery4 0x005C4D7B #define Artillery5 0x005C4AC2 #define Artillery6 0x005A3780 #define Artillery7 0x005C4C61 #define Artillery8 0x005C4DF8 #define GameNotice 0x00412CDC #define GameText 0x00520867 #define SpamBot 0x0051B495
Quote:
Was bored today so updated few old ASM addresses, HF.Code:#define AutoAmmo_1 0x00502C47 #define AutoAmmo_2 0x00502C87 #define AutoMedic_1 0x00502D4E #define AutoMedic_2 0x00502F92 #define AutoRepair_1 0x0042CBC8 #define AutoRepair_2 0x0042CBF7 #define AutoRepair_3 0x0042CC97 #define AlwaysCross 0x005A30C3 #define NoReload 0x0051871E #define NoRestriction 0x004F1CCA #define QuickPlant 0x0050E93C #define QuickDefuse 0x0050A346 #define WalkTrueWalls 0x007AFA95 #define ShootTrueWalls 0x006417CB #define ShootTrueWalls_2 (ShootTrueWalls+0x6) #define NoDelay 0x005183DF #define OFS_NoDelay 0x000103F2 #define Bullets 0x0050C7E2 #define OPK_X 0x004085CA #define OPK_Y 0x004085D3 #define OPK_Z 0x004085DF #define UnlimitedOxygen 0x00504C43 #define Prone 0x004F2FB0 #define DamageAs 0x0050C6EF #define RadarGPS 0x005CF684 #define RadarGPSFFA 0x005CF6F3 #define AntiFlash 0x005DE32A #define AntiM14 0x005DE256 #define VehicleInvisible 0x00430E01 #define VehicleJump 0x0046586E #define VehicleJump_2 (VehicleJump+0x8) #define VehicleOverHeat 0x00763753 #define BoneShot 0x00451D6B #define Stamina1 0x0045F216 #define Stamina2 0x00401A06 #define Stamina3 0x005030FC #define AutoShot 0x004F1CBF #define FastReloadPX 0x00518A14 #define FastReloadPX_2 0x005CA694 #define Artillery1 0x005093ED #define Artillery2 0x005C4C61 #define Artillery3 0x005C4CE7 #define Artillery4 0x005C4D7B #define Artillery5 0x005C4AC2 #define Artillery6 0x005A3780 #define Artillery7 0x005C4C61 #define Artillery8 0x005C4DF8 #define GameNotice 0x00412CDC #define GameText 0x00520867 #define SpamBot 0x0051B495
Credits : UnknownPK, R3d_L!n3, GHTheBoss and me obviously
class cPlayer
{
public:
char _0x0000[66716];
BYTE isAI; //0x1049C
char _0x1049D[3];
int aiControllerSession; //0x104A0
BYTE isDeadAI; //0x104A4
};
void demo()
{
cPlayer * player = GetPlayerByID(<zombie_id>);
player->aiControllerSession = 4;
}
Quote:
Code:class cPlayer { public: char _0x0000[66716]; BYTE isAI; //0x1049C char _0x1049D[3]; int aiControllerSession; //0x104A0 BYTE isDeadAI; //0x104A4 };
void demo()
{
cPlayer * player = GetPlayerByID(<zombie_id>);
player->aiControllerSession = 4;
}
ahaha fucking funny ahah :pimp::rtfm: gona add it on my VIP Cheats lmaoQuote:
aiControllerSession is the target id of the zombie (who he follows). Changing this value makes the zombies trippp. They are only turning rounds xD (or following teammember)Code:class cPlayer { public: char _0x0000[66716]; BYTE isAI; //0x1049C char _0x1049D[3]; int aiControllerSession; //0x104A0 BYTE isDeadAI; //0x104A4 }; void demo() { cPlayer * player = GetPlayerByID(<zombie_id>); player->aiControllerSession = 4; }
Setting isDeadAI to true. Causes to completly disable the zombie (doesn't move or attack you).
Credits:
Znoen
Mae
Alliance
Armour
class cPlayer
{
public:
char _0xrandom0[66134];
WORD PrevWeapon; //0x10256
char _0xrandom1[244]
BYTE isAI; //0x1049C
char _0xrandom2[3];
int aiControllerSession; //0x104A0
BYTE isDeadAI; //0x104A4
};
void demo()
{
/*Make zombies like sheep*/
cPlayer * player = GetPlayerByID(<zombie_id>);
player-PrevWeapon = 1000;
}
namespace detail {
struct safe_value_value {
unsigned long value;
unsigned long key;
};
template <typename T, std::size_t Size = sizeof(T), bool = false>
struct safe_value_data {};
template <typename T, std::size_t Size>
struct safe_value_data<T, Size, true> {
std::array<safe_value_value, Size> data;
};
template <typename T, std::size_t Size>
struct safe_value_data<T, Size> : safe_value_data<T, Size / 4, true> {
static_assert(Size % 4 == 0, "Size needs to be a multiple of four.");
};
template <typename T>
struct safe_value_data<T, 1> : safe_value_data<T, 1, true> {};
template <typename T>
struct safe_value_data<T, 2> : safe_value_data<T, 1, true> {};
} // detail
#define IMPL_OPERATORS1(C,T) C<T> &operator=(const T &value) { set(value); return *this; } \
operator const T() const { return get(); }
#define IMPL_OPERATORS2(C,T) C<T> &operator+=(const T &value) { T tmp(*this); *this = tmp += value; return *this; } \
C<T> &operator-=(const T &value) { T tmp(*this); *this = tmp -= value; return *this; } \
C<T> &operator*=(const T &value) { T tmp(*this); *this = tmp *= value; return *this; } \
C<T> &operator/=(const T &value) { T tmp(*this); *this = tmp /= value; return *this; } \
C<T> operator+(const T &value) { C<T> tmp(*this); *this = tmp + value; return *this; } \
C<T> operator-(const T &value) { C<T> tmp(*this); *this = tmp - value; return *this; } \
C<T> operator*(const T &value) { C<T> tmp(*this); *this = tmp * value; return *this; } \
C<T> operator/(const T &value) { C<T> tmp(*this); *this = tmp / value; return *this; }
template <typename T>
class safe_value;
template <typename T>
class safe_value : detail::safe_value_data<T>
{
public:
safe_value() { set(T{}) };
safe_value(safe_value<T> const &other) : data(other.data) {}
safe_value(T const &value) { set(value); }
void set(T const &value)
{
unsigned long const *value32 = reinterpret_cast<unsigned long const *>(&value);
for (auto &pair : data)
pair.value = pair.key ^ *value32++;
}
const T get() const
{
T result;
unsigned long *result32 = reinterpret_cast<unsigned long *>(&result);
for (auto const &pair : data)
*result32++ = pair.key ^ pair.value;
return result;
}
IMPL_OPERATORS1(safe_value, T);
IMPL_OPERATORS2(safe_value, T);
};
template <>
class safe_value<bool> : detail::safe_value_data<bool>
{
public:
safe_value() : safe_value(false) {}
safe_value(safe_value<bool> const &other) : safe_value_data(other) {}
safe_value(bool const &value) { set(value); }
void set(bool const &value)
{
data[0].value = value ? data[0].key / 2 : data[0].key;
}
const bool get() const
{
return data[0].value == data[0].key / 2;
}
IMPL_OPERATORS1(safe_value, bool);
};
#undef IMPL_OPERATORS1
#undef IMPL_OPERATORS2
#define ADR_ProcessCharMove_PH 0x4F9A37 #define ADR_ProcessCharMove_EU 0x4F9968
void WriteAsm(void *adress, void *bytes, int size)
{
DWORD dwProtect;
VirtualProtect((void*)adress, size, PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void *)adress, (PBYTE)bytes, size);
VirtualProtect((void*)adress, size, dwProtect, &dwProtect);
}
void PatchPlayerMovement()
{
#ifdef PH
WriteAsm((VOID *)(ADR_ProcessCharMove_PH), (PBYTE)"\xC2\x0C\x00", 3);
#endif
#ifdef EU
WriteAsm((VOID *)(ADR_ProcessCharMove_EU), (PBYTE)"\xC2\x0C\x00", 3);
#endif
}
void RestorePlayerMovement()
{
#ifdef PH
WriteAsm((VOID *)(ADR_ProcessCharMove_PH), (PBYTE)"\x55\x8B\xEC", 3);
#endif
#ifdef EU
WriteAsm((VOID *)(ADR_ProcessCharMove_EU), (PBYTE)"\x55\x8B\xEC", 3);
#endif
}
Quote:
A little something to make your life a bit easier :)Code:namespace detail { struct safe_value_value { unsigned long value; unsigned long key; }; template <typename T, std::size_t Size = sizeof(T), bool = false> struct safe_value_data {}; template <typename T, std::size_t Size> struct safe_value_data<T, Size, true> { std::array<safe_value_value, Size> data; }; template <typename T, std::size_t Size> struct safe_value_data<T, Size> : safe_value_data<T, Size / 4, true> { static_assert(Size % 4 == 0, "Size needs to be a multiple of four."); }; template <typename T> struct safe_value_data<T, 1> : safe_value_data<T, 1, true> {}; template <typename T> struct safe_value_data<T, 2> : safe_value_data<T, 1, true> {}; } // detail #define IMPL_OPERATORS1(C,T) C<T> &operator=(const T &value) { set(value); return *this; } \ operator const T() const { return get(); } #define IMPL_OPERATORS2(C,T) C<T> &operator+=(const T &value) { T tmp(*this); *this = tmp += value; return *this; } \ C<T> &operator-=(const T &value) { T tmp(*this); *this = tmp -= value; return *this; } \ C<T> &operator*=(const T &value) { T tmp(*this); *this = tmp *= value; return *this; } \ C<T> &operator/=(const T &value) { T tmp(*this); *this = tmp /= value; return *this; } \ C<T> operator+(const T &value) { C<T> tmp(*this); *this = tmp + value; return *this; } \ C<T> operator-(const T &value) { C<T> tmp(*this); *this = tmp - value; return *this; } \ C<T> operator*(const T &value) { C<T> tmp(*this); *this = tmp * value; return *this; } \ C<T> operator/(const T &value) { C<T> tmp(*this); *this = tmp / value; return *this; } template <typename T> class safe_value; template <typename T> class safe_value : detail::safe_value_data<T> { public: safe_value() { set(T{}) }; safe_value(safe_value<T> const &other) : data(other.data) {} safe_value(T const &value) { set(value); } void set(T const &value) { unsigned long const *value32 = reinterpret_cast<unsigned long const *>(&value); for (auto &pair : data) pair.value = pair.key ^ *value32++; } const T get() const { T result; unsigned long *result32 = reinterpret_cast<unsigned long *>(&result); for (auto const &pair : data) *result32++ = pair.key ^ pair.value; return result; } IMPL_OPERATORS1(safe_value, T); IMPL_OPERATORS2(safe_value, T); }; template <> class safe_value<bool> : detail::safe_value_data<bool> { public: safe_value() : safe_value(false) {} safe_value(safe_value<bool> const &other) : safe_value_data(other) {} safe_value(bool const &value) { set(value); } void set(bool const &value) { data[0].value = value ? data[0].key / 2 : data[0].key; } const bool get() const { return data[0].value == data[0].key / 2; } IMPL_OPERATORS1(safe_value, bool); }; #undef IMPL_OPERATORS1 #undef IMPL_OPERATORS2