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WarRock - Pointer und Offsets
Discussion on WarRock - Pointer und Offsets within the WarRock forum part of the Shooter category.
03/04/2013, 05:09
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#556
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elite*gold: 420
Join Date: Jan 2012
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Code:
struct player
{
MAKE_PADDING(0x00, 0x0000000, 0x00101A8);
float pitch; MAKE_PADDING(sizeof(float), 0x00101A8, 0x00101C4);
float yaw; MAKE_PADDING(sizeof(float), 0x00101C4, 0x00101D4);
float readable_x;
float readable_y;
float readable_z; MAKE_PADDING(sizeof(float), 0x00101DC, 0x00101EC);
WORD weapon_id; MAKE_PADDING(sizeof(WORD) , 0x00101EC, 0x00102E8);
float fall_damage; MAKE_PADDING(sizeof(float), 0x00102E8, 0x0010300);
float writeable_x; MAKE_PADDING(sizeof(float), 0x0010300, 0x0010308);
float writeable_y; MAKE_PADDING(sizeof(float), 0x0010308, 0x0010310);
float writeable_z;
};
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03/04/2013, 18:14
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#557
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elite*gold: 297
Join Date: Dec 2010
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Quote:
Originally Posted by Yazzn (:
Code:
struct player
{
MAKE_PADDING(0x00, 0x0000000, 0x00101A8);
float pitch; MAKE_PADDING(sizeof(float), 0x00101A8, 0x00101C4);
float yaw; MAKE_PADDING(sizeof(float), 0x00101C4, 0x00101D4);
float readable_x;
float readable_y;
float readable_z; MAKE_PADDING(sizeof(float), 0x00101DC, 0x00101EC);
WORD weapon_id; MAKE_PADDING(sizeof(WORD) , 0x00101EC, 0x00102E8);
float fall_damage; MAKE_PADDING(sizeof(float), 0x00102E8, 0x0010300);
float writeable_x; MAKE_PADDING(sizeof(float), 0x0010300, 0x0010308);
float writeable_y; MAKE_PADDING(sizeof(float), 0x0010308, 0x0010310);
float writeable_z;
};
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Kleine Hilfsfunktion von uns, die er hier benutzt. padding_data<0> erzeugt einen Compilerfehler.
Code:
template <ptrdiff_t size, bool cond>
class padding_data;
template <ptrdiff_t size>
class padding_data<size, true>
{ std::uint8_t data[size]; };
template <ptrdiff_t prev_size, intptr_t prev, intptr_t next>
struct padding : private padding_data<(next - prev - prev_size), ((next - prev - prev_size) > 0)>
{ };
#define MAKE_PADDING(prev_size, prev, next) padding<(prev_size), (prev), (next)> __padding_ ## prev ## _ ## next ## __
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03/05/2013, 19:50
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#558
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Request@ Dump
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03/05/2013, 23:38
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#559
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Posts: 169
Received Thanks: 130
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Download:

Scan:
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03/07/2013, 09:43
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#560
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Join Date: Mar 2013
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#Request?
ADR_GMWarn
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03/07/2013, 14:29
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#561
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Join Date: Mar 2013
Posts: 186
Received Thanks: 267
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Code:
.-.________ ________.-.
----/ _)_______) +----------------------+ (_______(_/ ----
( ()___) | .Xave Addylogger | (___() )
()__) | | (__()
----___()_) | <--> Have Fun <--> | (_()___/----
+----------------------+
/*------------------------------------*/
/*------------[ Pointers ]------------*/
/*------------------------------------*/
#define ADR_PLAYERPOINTER 0x00A538D8
#define ADR_SERVERPOINTER 0x00A53868
#define ADR_BASEPOINTER 0x00AAF658
#define ADR_DEVICEPOINTER 0x00A53440
#define OFS_DEVICEPOINTER 0x002B930
#define ADR_ANGELS 0x00A5343C
#define ADR_WEAPONBASE 0x00A7650C
#define ADR_REMOTEPOINTER 0x00B7D550
#define ADR_MATRIX 0x009EA130
#define ADR_CLASSBASE 0x*
#define OFS_VEHICLEBASE 0x*
/*------------------------------------*/
/*----------[ General Addys ]---------*/
/*------------------------------------*/
#define ADR_GMWARNING 0x00AA112C
#define ADR_GMWARNINGIP 0x00AA0D2C
#define ADR_SUPERNOSPREAD 0x0089A3A8
#define ADR_UNLAMMO 0x00A53844
#define ADR_VEHICLEJUMP 0x008617EC
#define ADR_PUSHMEAWAY 0x0087204C
#define ADR_ANTIFLASHM14 0x0087204C
#define ADR_SPEED 0x0089A710
#define ADR_CQCPRONE 0x0090FCEC
#define ADR_ANTIKICKCALL 0x008595EC
#define ADR_FULLBRIGHT1 0x00A5439C
#define ADR_FULLBRIGHT2 0x00A543A4
#define ADR_FULLBRIGHT3 0x00A543A8
#define ADR_CHANGEROLL 0x0089A3C0
#define ADR_BONESHOT 0x000
#define ADR_BONESHOT2 0x00B9E5B0
#define ADR_NOWATER1 0x00A5AFF8
#define ADR_NOWATER2 0x00A5AFFC
#define ADR_VIRTUALJUMP 0x0089A364
#define ADR_NXCASH 0x00A53958
#define ADR_WALKUNDERWATER 0x00A5B000
#define ADR_USERREADY 0x00AB1298
#define ADR_NOSPAWNWAIT 0x00B9BD84
#define ADR_NOBOUNDS1 0x00B8C7A0
#define ADR_NOBOUNDS2 0x00B8C7A4
#define ADR_NOBOUNDS3 0x00B8C7A8
#define ADR_FASTLOCKON 0x0090FD88
#define ADR_SCOPE 0x0090FCF8
#define ADR_SCOPESIZE 0x0090FD00
#define ADR_STAMINA1 0x008728C8
#define ADR_STAMINA2 0x008728CC
#define ADR_STAMINA3 0x008728D0
#define ADR_STAMINA4 0x008728D4
#define ADR_STAMINA5 0x008728D8
#define ADR_STAMINAREFILL 0x009D0AE4
#define ADR_NOWEAPONGRAVITY 0x0089A3A0
#define ADR_PLANTANYWHERE 0x000
#define ADR_DEFUSEANYWHERE 0x0090FD0C
#define ADR_FASTHEALTH 0x00A5876C
#define ADR_FASTAMMO 0x00A5875C
#define ADR_FASTREPAIR 0x00A58764
#define ADR_FASTFLAG 0x00A58774
#define ADR_GAMESPEED 0x00A53460
#define ADR_SILENTWALK 0x00B8C7A4
#define ADR_SILENTRELOAD 0x00B8C7A4
#define ADR_ANTIRADAR 0x00A5B030
#define ADR_AIWEAPONCQC 0x0090FCEC
#define ADR_ENABLEMOUSE 0x00A5346C
#define ADR_SWIM1 0x*
#define ADR_SWIM2 0x*
/*------------------------------------*/
/*-------------[ States ]------------*/
/*------------------------------------*/
#define ADR_WEAPONRELOAD 0x00A53930
#define ADR_WEAPONSHOT 0x00A53924
#define ADR_PLAYERVEHICLE 0x00A5391C
#define ADR_PLAYERPRONE 0x00A53910
/*------------------------------------*/
/*-------------[ D3D OFS ]------------*/
/*------------------------------------*/
#define ADR_USERNAME 0x9C4
#define ADR_USERIP 0x6D8
#define ADR_USERTEAM 0x1CF0
#define ADR_USERHEALTH 0x1B94
#define ADR_USERMAXHEALTH 0x1B98
#define ADR_USERFLAGS 0x1B90
#define ADR_USERDEATHS 0x1B8C
#define ADR_USERKILLS 0x1B88
#define ADR_USERCLASS 0x1CF5
#define ADR_USERPOINTS 0x1B6C
/*------------------------------------*/
/*-------------[ Offsets ]------------*/
/*------------------------------------*/
#define OFS_VIEWX 0x00101D4
#define OFS_VIEWY 0x00101D8
#define OFS_VIEWZ 0x00101DC
#define OFS_YAW 0x00101C4
#define OFS_PITCH 0x00101A8
#define OFS_POS_X 0x0010300
#define OFS_POS_Y 0x0010310
#define OFS_POS_Z 0x0010308
#define OFS_LOCALINDEX 0x00A40C
#define OFS_GLOBALINDEX 0x001D10
#define OFS_FORCEKICK 0x00BE8D8
#define OFS_ROOMNUMBER 0x00E08A4
#define OFS_MYPLAYERSLOT 0x00E08A8
#define OFS_MYPLAYERTEAM 0x00E08AC
#define OFS_GAMETYPE 0x00C17E0
#define OFS_PACKET 0x00BE8D8
#define OFS_3DPLAYERVIEW 0x00101A0
#define OFS_NOSERVERKICK 0x00361
#define OFS_EARTHQUAKE 0x0010384
#define OFS_NODELAY 0x0010410
#define OFS_NORELOAD 0x001040D
#define OFS_NOSWITCHTIME 0x001040D
#define OFS_NORECOIL1 0x00C444
#define OFS_NORECOIL2 0x00C448
#define OFS_NORECOIL3 0x00C44C
#define OFS_MAP 0x00C1C1C
#define OFS_FASTNADEBLAST 0x0010114
#define OFS_STARTROOMSIZE 0xA8
#define OFS_READYROOMSIZE 0x8E0
#define OFS_NOFALLDAMAGE 0x00102E8
#define OFS_AUTOSHOT 0x00103868F
#define OFS_AUTOPLANT 0x0010370
#define OFS_AUTODEFUSE 0x0010374
#define OFS_SLOT1 0x00C70D0
#define OFS_SLOT2 0x00C70D1
#define OFS_SLOT3 0x00C70D2
#define OFS_SLOT4 0x00C70D3
#define OFS_SLOT5 0x00C70D4
#define OFS_SLOT6 0x00C70D5
#define OFS_SLOT7 0x00C70D6
#define OFS_SLOT8 0x00C70D7
#define OFS_SPECTATE 0x00E0934
#define OFS_FASTRELOAD 0x00E95EC
#define OFS_STW 0x001380
#define OFS_PLAYERSTATE 0x00C4CC
#define OFS_WEAPONSTATE 0x00C4D0
#define OFS_WEAPON1 0x00101EC
#define OFS_WEAPON2 0x00101EE
#define OFS_WEAPON3 0x00101F0
#define OFS_INVISIBLE 0x00DF354
#define OFS_LEVEL 0x00DF330
#define OFS_DINAR 0x00DF340
#define OFS_SLOTBASE 0x00C5F7C0A
#define OFS_SPEED 0x001010C
#define OFS_NOSPREAD 0x0010110
#define OFS_MASTER 0x00E08A8
#define OFS_PREMIUM1 0x0058C
#define OFS_PREMIUM2 0x00590
#define OFS_LOWGRAVITY 0x00C4B0
/*------------------------------------*/
/*-------------[ Assembly ]-----------*/
/*------------------------------------*/
#define ADR_AUTOMEDIC 0x*
#define ADR_AUTOAMMO 0x*
#define ADR_AUTOREPAIR1 0x*
#define ADR_AUTOREPAIR2 0x*
#define ADR_MINEVIEW1 0x*
#define ADR_MINEVIEW2 0x*
#define ADR_BACKTOLOBBY 0x*
#define ADR_MESSAGEBOX 0x*
#define ADR_COMMAND 0x*
#define ADR_CHATCOMMAND 0x*
#define ADR_ALLWAYSCROSSHAIR 0x*
#define ADR_UNLAMMO 0x*
#define ADR_QUICKPLANT 0x*
#define ADR_QUICKDEFUSE 0x*
#define ADR_VEHICLENFD 0x*
#define ADR_VEHICLERADARGPS 0x*
#define ADR_VEHICLENOOVERHEAT 0x*
#define ADR_SUPERCAR1 0x*
#define ADR_SUPERCAR2 0x*
#define ADR_SUPERNOSPREAD 0x*
#define ADR_ROOMFILTER1 0x*
#define ADR_ROOMFILTER2 0x*
#define ADR_ROOMFILTER3 0x*
#define ADR_ROOMFILTER4 0x*
#define ADR_PREMCROSSHAIR1 0x*
#define ADR_PREMCROSSHAIR2 0x*
#define ADR_DEATHCAM 0x*
#define ADR_CQCPRONE 0x*
#define ADR_FAKEKICK 0x*
#define ADR_BULLETS 0x*
#define ADR_WTW 0x*
#define ADR_RADARGPS 0x*
#define ADR_FFAGPS 0x*
#define ADR_STAMINAUP5 0x*
#define ADR_STAMINAUP10 0x*
#define ADR_NORELOAD 0x*
#define ADR_NODELAY 0x*
#define ADR_EVENTNOTICE 0x0040EFB2
#define ADR_OPK1 0x*
#define ADR_OPK2 0x*
#define ADR_OPK3 0x*
#define ADR_INVISIBLECHECK 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_ARTILLERY9 0x*
#define ADR_ARTILLERY10 0x*
#define ADR_AUTOSTART 0x*
#define ADR_VEHICLEJUMP1 0x*
#define ADR_VEHICLEJUMP2 0x*
#define ADR_VEHICLEJUMP3 0x*
#define ADR_VEHICLEJUMP4 0x*
#define ADR_VEHICLEINVISIBLE 0x*
#define ADR_VEHICLEOVERHEAT 0x*
/*------------------------------------*/
/*-------------[ BypassWR ]-----------*/
/*------------------------------------*/
//===================> WarRock.exe
#define ADR_NODETECTION 0x004D51BC
#define ADR_SELFCRC 0x0050C8E2
#define ADR_CHECK_1 0x000
#define ADR_CHECK_2 0x005DAB9E
/*------------------------------------*/
/*-------------[ Structs ]------------*/
/*------------------------------------*/
struct CVehicle
{
};
struct CPlayer
{
char xJumpToAdress1[0xC444];
D3DXVECTOR3 RecoilVector; // 0xC444
char xJumpToAdress2[0x74];
CVehicle *_Vehicle; //0xC4C4
char xJumpToAdress3[0x7];
BYTE PlayerState;//0xC4CC
char xJumpToAdress4[0x3C3F];
float PlayerSpeed; // 0x1010C
float Spread; // 0x10110
char xJumpToAdress5[0x94];
float Pitch; // 0x00101A8
char xJumpToAdress6[0x18];
float Yaw; // 0x00101C4
char xJumpToAdress7[0xC];
D3DXVECTOR3 ViewVector; // 0x101D4
char xJumpToAdress8[0xC];
WORD Weapon;//0x101EC
char xJumpToAdress9[0x112];
float PosX;//0x10300
char xJumpToAdress10[0x4];
float PosZ;//0x10308
char xJumpToAdress11[0x4];
float PosY;//0x10310
};
struct CServer
{
CHAR xJumpToAdress1[0xBE8D8];//0x00
DWORD Packet;//0xBE8D8
CHAR xJumpToAdress2[0x378C];//0xBE8DC
INT Master;//0xC2068
CHAR xJumpToAdress3[0x5064];//0xC206C
BYTE Slot1;//0xC70D0
BYTE Slot2;//0xC70D1
BYTE Slot3;//0xC70D2
BYTE Slot4;//0xC70D3
BYTE Slot5;//0xC70D4
BYTE Slot6;//0xC70D5
BYTE Slot7;//0xC70D6
BYTE Slot8;//0xC70D7
CHAR xJumpToAdress4[0x1827C];//0xC70D8
LONG Invisible;//0xDF354
CHAR xJumpToAdress5[0x1548];//0xDF35C
DWORD RoomNumber;//0xE08A4
DWORD MyPlayerSlot;//0xE08A8
DWORD MyTeam;//0xE08AC
};
struct CPlayerInfo
{
char xJumpToAdress1[0x6D8];
CHAR IPAddress[16]; //0x6D8
char xJumpToAdress2[0x2DC];
CHAR Name[16]; //0x9C4
char xJumpToAdress4[0x11C0];
INT Kills; //0x1B88
INT Deaths; //0x1B8C
INT Flags; //0x1B90
INT Health; //0x1B94
INT MaxHealth; //0x1B98
char xJumpToAdress6[0x154];
BYTE Team; //0x1CF0
char xJumpToAdress7[0xFFFFE30F];
INT Class; //0x0
};
struct CLocal
{
char xJumpToAdress1[32];//0x00
FLOAT PosX;//0x20
FLOAT PosY;//0x24
FLOAT PosZ;//0x28
char xJumpToAdress2[36];//0x2C
FLOAT Pitch;//0x50
FLOAT Yaw;//0x54
};
struct CMatrix
{
D3DXMATRIX Project;
D3DXMATRIX View;
};
struct CBase
{
CPlayer* pLocal;
char xJumpToAdress1[0x129C74];
CPlayer** pGlobal;
};
CLocal *_Local = NULL;
CServerBase *_Server = (CServerBase*)0x00A53868;
CBase *_Player = (CBase*)0x00A538D8;
CMatrix *_Matrix = (CMatrix*)0x009EA130;
Total Addies : 192
Failed Addies : 10
Have fun!
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03/08/2013, 03:31
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#562
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elite*gold: 0
Join Date: Nov 2007
Posts: 119
Received Thanks: 45
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#request latest dump thank you.
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03/08/2013, 06:34
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#563
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elite*gold: 0
Join Date: Jul 2011
Posts: 3,812
Received Thanks: 1,840
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Quote:
Originally Posted by boknoy24
#request latest dump thank you.
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03/16/2013, 19:42
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#564
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elite*gold: 0
Join Date: May 2012
Posts: 643
Received Thanks: 846
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Hat einer AiWeapon everywhere?
Code:
CPU Disasm
Address Hex dump Command Comments
004FDBBA |. 81C1 D0070000 ADD ECX,7D0
004FDBC0 |. 3BC8 CMP ECX,EAX
004FDBC2 |. 73 4C JNB SHORT 004FDC10
004FDBC4 |. FFD6 CALL ESI
004FDBC6 |. A3 B038A500 MOV DWORD PTR DS:[0A538B0],EAX
004FDBCB |. 8D45 90 LEA EAX,[EBP-70]
004FDBCE |. 68 4C048800 PUSH 0088044C ; /Arg2 = ASCII "mJavelin002"
004FDBD3 |. 50 PUSH EAX ; |Arg1 => ARG.EBP-70
004FDBD4 |. E8 07DB1600 CALL 0066B6E0 ; \WarRock-.0066B6E0
Ich dachte das wär die : 0A538B0 aber das is die nich
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03/16/2013, 20:05
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#565
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elite*gold: 0
Join Date: Jul 2011
Posts: 3,812
Received Thanks: 1,840
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Quote:
Originally Posted by xXrussXx
Hat einer AiWeapon everywhere?
Code:
CPU Disasm
Address Hex dump Command Comments
004FDBBA |. 81C1 D0070000 ADD ECX,7D0
004FDBC0 |. 3BC8 CMP ECX,EAX
004FDBC2 |. 73 4C JNB SHORT 004FDC10
004FDBC4 |. FFD6 CALL ESI
004FDBC6 |. A3 B038A500 MOV DWORD PTR DS:[0A538B0],EAX
004FDBCB |. 8D45 90 LEA EAX,[EBP-70]
004FDBCE |. 68 4C048800 PUSH 0088044C ; /Arg2 = ASCII "mJavelin002"
004FDBD3 |. 50 PUSH EAX ; |Arg1 => ARG.EBP-70
004FDBD4 |. E8 07DB1600 CALL 0066B6E0 ; \WarRock-.0066B6E0
Ich dachte das wär die : 0A538B0 aber das is die nich
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0x90FCEC
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03/16/2013, 20:31
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#566
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elite*gold: 0
Join Date: Jul 2012
Posts: 1,426
Received Thanks: 1,370
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Quote:
Originally Posted by xroute66x™ :)
0x90FCEC
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true
CQCProne Addy = AiWeapon ... Addy^^
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03/16/2013, 21:25
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#567
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elite*gold: 420
Join Date: Jan 2012
Posts: 1,082
Received Thanks: 1,000
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Quote:
Originally Posted by ~ExoduS~*
true
CQCProne Addy = AiWeapon ... Addy^^
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Actually that's the worst way of doing it. By changing the channel to AI while playing you **** everything up.
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03/16/2013, 22:45
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#568
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elite*gold: 0
Join Date: Mar 2012
Posts: 194
Received Thanks: 311
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Quote:
Originally Posted by Yazzn (:
Actually that's the worst way of doing it. By changing the channel to AI while playing you **** everything up.
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Thank you yazzn, finally someone who thinks like i do.
Everyone else seems to think '**** logics'
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03/17/2013, 13:10
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#569
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elite*gold: 0
Join Date: Dec 2010
Posts: 5
Received Thanks: 0
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#Request
Way to calculate GMWarning Addy
i really dont know how to calculate it
i need help they said it base and player pointer
but how add?minus?
edit:and the source
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03/18/2013, 19:41
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#570
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elite*gold: 0
Join Date: Nov 2012
Posts: 109
Received Thanks: 142
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Quote:
Originally Posted by st3adcaptain
#Request
Way to calculate GMWarning Addy
i really dont know how to calculate it
i need help they said it base and player pointer
but how add?minus?
edit:and the source 
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DWORD ADR_USER_GMWARNING = (ADR_POINTER_BASE+0xE4EC);
@Request WarRock Unpacked
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