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WarRock - Pointer und Offsets
Discussion on WarRock - Pointer und Offsets within the WarRock forum part of the Shooter category.
12/15/2012, 12:22
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#466
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Join Date: Nov 2012
Posts: 51
Received Thanks: 21
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D3D ESP for Windows XP.
Code:
typedef HRESULT ( WINAPI* oSetTransform ) ( LPDIRECT3DDEVICE9 pDevice, D3DTRANSFORMSTATETYPE dwState, D3DMATRIX* pMatrix);
oSetTransform pSetTransform;
D3DXMATRIX world;
HRESULT WINAPI nSetTransform(LPDIRECT3DDEVICE9 pDevice, D3DTRANSFORMSTATETYPE dwState, D3DMATRIX* pMatrix)
{
if (dwState == D3DTS_VIEW) p_Matrix->View = *pMatrix;
if (dwState == D3DTS_PROJECTION) p_Matrix->Project= *pMatrix;
if (dwState == D3DTS_WORLD) world = *pMatrix;
return pSetTransform(pDevice,dwState, pMatrix);
}
Code:
struct CMatrix
{
D3DXMATRIX Project;//0x00
D3DXMATRIX View;//0x40
};
Code:
CMatrix* p_Matrix = (CMatrix*)ADR_MatrixPointer;
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12/16/2012, 10:38
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#467
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elite*gold: 0
Join Date: Jul 2012
Posts: 1,426
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Quote:
Originally Posted by Lazl07
D3D ESP for Windows XP.
Code:
typedef HRESULT ( WINAPI* oSetTransform ) ( LPDIRECT3DDEVICE9 pDevice, D3DTRANSFORMSTATETYPE dwState, D3DMATRIX* pMatrix);
oSetTransform pSetTransform;
D3DXMATRIX world;
HRESULT WINAPI nSetTransform(LPDIRECT3DDEVICE9 pDevice, D3DTRANSFORMSTATETYPE dwState, D3DMATRIX* pMatrix)
{
if (dwState == D3DTS_VIEW) p_Matrix->View = *pMatrix;
if (dwState == D3DTS_PROJECTION) p_Matrix->Project= *pMatrix;
if (dwState == D3DTS_WORLD) world = *pMatrix;
return pSetTransform(pDevice,dwState, pMatrix);
}
Code:
struct CMatrix
{
D3DXMATRIX Project;//0x00
D3DXMATRIX View;//0x40
};
Code:
CMatrix* p_Matrix = (CMatrix*)ADR_MatrixPointer;
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Credits to xCyniu
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12/16/2012, 11:42
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#468
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elite*gold: 20
Join Date: Sep 2012
Posts: 289
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Quote:
Originally Posted by ~ExoduS~*
Credits to xCyniu
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Credits to UnknownPK
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12/16/2012, 13:37
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#469
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Join Date: Jul 2012
Posts: 1,426
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Quote:
Originally Posted by iSkyLikeX
Credits to UnknownPK
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hmm than is o.k but xcyniu posted it Public oO
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12/16/2012, 18:49
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#470
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Join Date: Sep 2012
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Quote:
Originally Posted by Lazl07
UnknownPK is the best.. he told me everything about d3desp.
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who wants to know that ?
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12/19/2012, 18:34
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#471
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Join Date: Mar 2012
Posts: 519
Received Thanks: 129
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request norecoil
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12/19/2012, 22:46
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#472
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Join Date: Sep 2012
Posts: 167
Received Thanks: 284
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Quote:
Code:
DWORD ADR_OFFSET_NORECOIL_1 = 0xC444; // 09/12/2012
DWORD ADR_OFFSET_NORECOIL_2 = 0xC448; // 09/12/2012
DWORD ADR_OFFSET_NORECOIL_3 = 0xC450; // 09/12/2012
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12/20/2012, 19:23
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#473
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Join Date: Nov 2012
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Received Thanks: 16
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Quote:
UPDATE
New Addys
//================================================== ==\
//================\Hepe2567 LOGGER//=================\
//================================================== ==\
==============[ POINTER ADDYS ]============
#define ADR_PLAYERBASE 0x00A4EE50
#define ADR_SERVERBASE 0x00A4EDE0
#define ADR_HealthPointer 0x0031FB8
#define ADR_BasePointer 0x00AA9130
#define ADR_DevicePointer 0x0089209C
#define ADR_UserPointer 0x00A4EAB0
#define ADR_WeaponPointer 0x00909CBC
#define ADR_ViewAngels 0x00A4E9B4
================[ ADR ]====================
#define ADR_GLASS 0x00A4EAA8
#define ADR_SPEED 0x008953B0
#define ADR_VirtualJump 0x0086D2CC
#define ADR_ImDrunk 0x00A4ED78
#define ADR_CQCPRONE 0x00A4E9B8
#define ADR_SCOPE 0x00909D98
#define ADR_SCOPESIDE 0x00909DA0
#define ADR_NoSpawnwait1 0x00B9556C
#define ADR_NoSpawnwait2 0x00B95570
#define ADR_NoSpawnwait3 0x00B95574
#define ADR_FREPAIR 0x00B860E8
#define ADR_AFK 0x00B85F3C
#define ADR_NOSPREAD 0x0010110
#define ADR_NOBOUNDS1 0x00B85F88
#define ADR_NOBOUNDS2 0x00B85F8C
#define ADR_NOBOUNDS3 0x00B85F90
#define ADR_PlantAnyWhere 0x00A4E9F6
#define ADR_DefuseAnyWhere 0x00909DAC
#define ADR_FastNadeBlast 0x0010114
#define ADR_Weapon1 0x00101EC
#define ADR_Weapon2 0x00101EE
#define ADR_Weapon3 0x00101F0
#define ADR_Index 0x00C498
#define ADR_AntiAbnormal1 0x124
#define ADR_AntiAbnormal2 0x125
#define ADR_AntiAbnormal3 0x360
#define ADR_AntiAbnormal4 0x361
#define ADR_ServKick1 0x104
#define ADR_ServKick2 0x105
#define ADR_ServKick3 0x340
#define ADR_ServKick4 0x341
================[ Private ]=================
#define ADR_AntiAimbot_Stop1 //Private
#define ADR_AntiAimbot_Stop2 //Private
#define ADR_AntiAimbot_Stop3 //Private
#define ADR_AntiAimbot_Stop4 //Private
#define ADR_AntiAimbot_Stop5 //Private
#define ADR_AntiAimbot_Stop6 //Private
#define ADR_AntiAimbot_StopFull //Private
#define ADR_GmWarring-IP //Private
#define ADR_GmWarring-Server //Private
#define ASM_Artillery1 //Private
#define ASM_Artillery2 //Private
#define ASM_Artillery3 //Private
#define ASM_Artillery4 //Private
#define ASM_Artillery5 //Private
#define ASM_Artillery6 //Private
#define ASM_Artillery7 //Private
#define ASM_Artillery8 //Private
================[ MEM ]====================
#define MEM_BONESHOT 0x00895DD8
#define MEM_Invisible 0x00DF344
#define MEM_STW 0x0086DB44
#define MEM_WTW 0x0086D924
#define MEM_WUW 0x00A56578
#define MEM_WTH 0x0086B148
================[ OFS ]====================
#define OFS_X 0x0010300
#define OFS_Y 0x0010310
#define OFS_Z 0x0010308
#define OFS_ViewX 0x00101D4
#define OFS_ViewY 0x00101D8
#define OFS_ViewZ 0x00101DC
#define OFS_VoteOff 0x00C4D23
#define OFS_PlayerState 0x001024C
#define OFS_NoFallDamage 0x00102E8
#define OFS_Premium 0x000058C
#define OFS_Premium 0x0000590
#define OFS_PlayerState 0x001024C
#define OFS_SLOT_1 0x00C70C0
#define OFS_SLOT_2 0x00C70C1
#define OFS_SLOT_3 0x00C70C2
#define OFS_SLOT_4 0x00C70C3
#define OFS_SLOT_5 0x00C70C4
#define OFS_SLOT_6 0x00C70C5
#define OFS_SLOT_7 0x00C70C6
#define OFS_SLOT_8 0x00C70C7
#define OFS_NoRecoil1 0x00C444
#define OFS_NoRecoil2 0x00C448
#define OFS_NoRecoil3 0x00C44C
#define OFS_GRAVITY_X 0x00C4AC
#define OFS_GRAVITY_Y 0x00C4B0
#define OFS_GRAVITY_Z 0x00C4B4
#define OFS_Player_Z 0x0010300
#define OFS_DINAR 0x00DF330
#define OFS_LEVEL 0x00DF320
#define OFS_Yaw 0x00101C4
#define OFS_NoM134Idle 0x00103F4
==============[WeaponBinder]=================
#define ADR_PlayerSlot 0x00E089C
================[ ASM ]====================
#define ASM_OPK 0x00408480
#define ASM_UnlAmmo 0x00503907
#define ASM_EngineText 0x00401023
#define ASM_MessageBox 0x004BB4B4
#define ASM_RoomMaster 0x00E0898
#define ASM_Stamina5 0x0046ACEB
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~[Hepe2567]~~~~~~~~~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~[Addy Logger SusesFull]-(118)~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~[Logger Failed]-(27)~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~[Logger Private]-(17)~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
struct CPlayer
{
char Hepe1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char Hepe2[72];//0xC450
BYTE Index;//0xC498
char Hepe3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char Hepe6[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char Hepe7[24];//0xC4B8
int WeaponState;//0xC4D0
char Hepe8[15420];//0xC4D4
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char Hepe9[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char Hepe10[90];//0x101F2
BYTE PlayerState;//0x1024C
char Hepe9[155];//0x1024D
float NoFallDamage;//0x102E8
char Hepe11[20];//0x102EC
float PosX;//0x10300
char Hepe12[4];//0x10304
float PosY;//0x10308
char Hepe13[4];//0x10304
float PosZ;//0x10308
char Hepe15[14];//0x8
DWORD AutoShot;//0x16
char Hepe16[100];//0x1A
float NoM134Idle;//0x103F4
};
struct CBase
{
CPlayer* local;
char* Hepe2567[1212644]
CPlayer** player;
};
CBase* pPlayer = (CBase*)(ADR_PLAYERPOINTER);
struct CServer
{
char Hepe1[292];//0x00
BYTE AntiAbnormal1;//0x124
BYTE AntiAbnormal2;//0x125
char Hepe2[570];//0x126
BYTE AntiAbnormal3;//0x360
BYTE AntiAbnormal4;//0x361
char Hepe3[554];//0x362
int Premium;//0x58C
long PremiumDays;//0x590
};
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~[Struct Logger SusesFull]~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~[CBase, CPlayer, CServer]~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~[Credit]: [Hepe2567] - [ExoduS] - [Tequila]~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
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@Request
New Dump
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12/22/2012, 02:27
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#474
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elite*gold: 0
Join Date: Oct 2010
Posts: 43
Received Thanks: 7
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#Request a new warrock dump
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12/22/2012, 08:21
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#475
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elite*gold: 0
Join Date: Jul 2012
Posts: 1,426
Received Thanks: 1,370
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Warrock Dump after Update
No VT/ Anubis no download.
Why not VT? because to long when you don,t trust me than you shuldn,t to download the dump sry my English is to bad guys
Credits to : CHimpREC Program
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12/22/2012, 09:59
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#476
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Join Date: Nov 2012
Posts: 109
Received Thanks: 142
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Matrix Pointer updated..
Quote:
#define ADR_MatrixPointer 0x009E5890
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12/23/2012, 17:16
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#477
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elite*gold: 0
Join Date: Oct 2010
Posts: 43
Received Thanks: 7
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#Request fastAmmo et fastHeal addys
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12/26/2012, 11:29
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#478
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elite*gold: 0
Join Date: Nov 2012
Posts: 109
Received Thanks: 142
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Quote:
Originally Posted by igor206
#Request fastAmmo et fastHeal addys
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#define ADR_FASTAMMO 0x00A53CC4
#define ADR_FASTMEDIC 0x00A53CE4
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12/27/2012, 17:28
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#479
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Join Date: Dec 2012
Posts: 6
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hey
Whats up guys when you add these necessities addresses? such as automedic unl ammo?
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12/28/2012, 16:03
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#480
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elite*gold: 0
Join Date: Dec 2011
Posts: 25
Received Thanks: 3
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Adress on ServerBase veryyyy pelase !!!
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