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[Sammelthread] Addys

Discussion on [Sammelthread] Addys within the WarRock Hacks, Bots, Cheats & Exploits forum part of the WarRock category.

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Old 11/08/2011, 20:41   #1501
 
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Quote:
Originally Posted by CraftDose View Post
#Request Chams
Chams hat keine Addys xD

Anti
#define ASM_CRCPATCH 0x4179E6
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Old 11/08/2011, 21:51   #1502
 
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#request NFD
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Old 11/08/2011, 22:01   #1503
 
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Quote:
Originally Posted by CraftDose View Post
#Request Chams
xDDDDD

Code:
if(Chams==1)
	
		if(nColorA)
		{
			if(m_Stride==36 || m_Stride==32)
			{
				if(nColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false);
				if(nColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false);
				if(nColorA) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				if(nColorA==1){pDevice->SetTexture(0, aRed);}
				if(nColorA==2){pDevice->SetTexture(0, aYellow);}
				if(nColorA==3){pDevice->SetTexture(0, aOrange);}
				if(nColorA==4){pDevice->SetTexture(0, aGreen);}
				if(nColorA==5){pDevice->SetTexture(0, aBlue);}
				if(nColorA==6){pDevice->SetTexture(0, aPurple);}
				if(nColorA==7){pDevice->SetTexture(0, aPink);}
				if(nColorA==8){pDevice->SetTexture(0, aBlack);}
				if(nColorA==9){pDevice->SetTexture(0, aGrey);}
				if(nColorA==10){pDevice->SetTexture(0, aCyan);}
				pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
			}
		}

		if(nColorB)
		{
				if(m_Stride==36 || m_Stride==32)
				{
				if(nColorB) pDevice->SetRenderState(D3DRS_LIGHTING, false);
				if(nColorB) pDevice->SetRenderState(D3DRS_ZENABLE, true);
				if(nColorB) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				if(nColorB==1){pDevice->SetTexture(0, aRed);}
				if(nColorB==2){pDevice->SetTexture(0, aYellow);}
				if(nColorB==3){pDevice->SetTexture(0, aOrange);}
				if(nColorB==4){pDevice->SetTexture(0, aGreen);}
				if(nColorB==5){pDevice->SetTexture(0, aBlue);}
				if(nColorB==6){pDevice->SetTexture(0, aPurple);}
				if(nColorB==7){pDevice->SetTexture(0, aPink);}
				if(nColorB==8){pDevice->SetTexture(0, aBlack);}
				if(nColorB==9){pDevice->SetTexture(0, aGrey);}
				if(nColorB==10){pDevice->SetTexture(0, aCyan);}
				}
		}
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Old 11/08/2011, 23:55   #1504
 
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Quote:
Originally Posted by pr0own3r17 View Post
#request NFD
Ist die gleiche wie letztes mal auch oO.

float NoFallDamage;//0x102C8

#define OFS_NFD 0x102C8
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Old 11/09/2011, 17:51   #1505
 
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#request Stamina ofs
if anyone nice enough to share that. thanks
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Old 11/09/2011, 17:56   #1506
 
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Quote:
Originally Posted by GameOva2 View Post
#request Stamina ofs
if anyone nice enough to share that. thanks
Code:
/*================Stamina==============*/
#define ADR_STAMINA1					0x81EDAC
#define ADR_STAMINA2					0x81EDB0
#define ADR_STAMINA3					0x81EDB4
#define ADR_STAMINA4					0x81EDB8
#define ADR_STAMINA5					0x81EDBC
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Old 11/10/2011, 09:16   #1507
 
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error C2601: 'GenerateTexture' : local function definitions are illegal
C2601: 'myDrawIndexedPrimitive' : local function definitions are illegal

Please i have to do :S

You can fix it by Teamviwer or msn add me

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Old 11/10/2011, 14:13   #1508
 
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Suche "Boneshot" addys


Antispam:#define OFS_NFD 0x0102C8
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Old 11/10/2011, 14:20   #1509
 
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Quote:
Originally Posted by Mr.PeterGriffin View Post
Suche "Boneshot" addys


Antispam:#define OFS_NFD 0x0102C8
Code:
ADR_BONESHOT            0x84DAB8
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Old 11/10/2011, 14:41   #1510
 
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Aso Danke dir

Habe auch addylogger jetzt:
//////////////POINTER//////////////
#define ADR_PlayerPointer 0x9E57D4
#define ADR_ServerPointer 0x9E5770
#define ADR_WeaponPointer 0x8AB764
#define ADR_BasePointer 0xA3B2C8
#define ADR_UserPointer 0x9E5770
#define ADR_DevicePointer 0x849B3C
#define ADR_ViewAngels 0x9E5328
#define ADR_D3DName 0x9ED650
#define ADR_D3DHealth 0x31FB8
///////////ASSEMBLER///////////
#define ASM_Artilery1 0x47D60E
#define ASM_Artilery2 0x4BA0ED
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Old 11/10/2011, 15:36   #1511
 
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Quote:
Originally Posted by Mr.PeterGriffin View Post
Aso Danke dir

Habe auch addylogger jetzt:
//////////////POINTER//////////////
#define ADR_PlayerPointer 0x9E57D4
#define ADR_ServerPointer 0x9E5770
#define ADR_WeaponPointer 0x8AB764
#define ADR_BasePointer 0xA3B2C8
#define ADR_UserPointer 0x9E5770
#define ADR_DevicePointer 0x849B3C
#define ADR_ViewAngels 0x9E5328
#define ADR_D3DName 0x9ED650
#define ADR_D3DHealth 0x31FB8
///////////ASSEMBLER///////////
#define ASM_Artilery1 0x47D60E
#define ASM_Artilery2 0x4BA0ED
JA aber er ist nicht von dir -_- .

der addylogger ist von sixx und nach seinen Angaben für cheatzpoint gemacht.
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Old 11/10/2011, 17:12   #1512
 
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Quote:
Originally Posted by jhfhkghl View Post
Aso Danke dir

Habe auch addylogger jetzt:
//////////////POINTER//////////////
#define ADR_PlayerPointer 0x9E57D4
#define ADR_ServerPointer 0x9E5770
#define ADR_WeaponPointer 0x8AB764
#define ADR_BasePointer 0xA3B2C8
#define ADR_UserPointer 0x9E5770
#define ADR_DevicePointer 0x849B3C
#define ADR_ViewAngels 0x9E5328
#define ADR_D3DName 0x9ED650
#define ADR_D3DHealth 0x31FB8
///////////ASSEMBLER///////////
#define ASM_Artilery1 0x47D60E
#define ASM_Artilery2 0x4BA0ED
Das ist nichtmal ein Addylogger.
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Old 11/10/2011, 21:44   #1513
 
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HAT WER GLASSWALL ADDY ??
Danke im voraus
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Old 11/10/2011, 21:48   #1514
 
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Quote:
Originally Posted by warrock225 View Post
HAT WER GLASSWALL ADDY ??
Danke im voraus
Mach es doch einfach über der Detour.
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Old 11/10/2011, 23:01   #1515
 
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Quote:
Originally Posted by _BuRn3R_ View Post
Mach es doch einfach über der Detour.
Quote:
Mit einer Detour kannst du diese Funktion sicherlich nicht machen.
Du benötigst ein DrawIndexedPrimitive DirectX9 Thread und eine Detour womit du das Thread in das Spiel hookst.
Code:
DWORD GlassWalls = 0x9E5414;
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Closed Thread


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Hi leute, ich hab mir einfach mal gedacht das wir auch ein sammelthread für addys machen könnten(falls es so was schon gibt bitte closen). Ja also wie der Threadname schon sagt sollten hier ausschließlich Addys geposted werden. Ich hab mich nur noch nicht entschieden ob ich sie imemr hier oben hin schreiben soll(also die aktuellen Addys), oder ob man einfach immer auf die letzte seite gehen soll um die addys dann so zu finden. Aber ihr könnt mir eine pn schicken damit meine wahl...
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