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WarRock - Pointer und Offsets

Discussion on WarRock - Pointer und Offsets within the WarRock forum part of the Shooter category.

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Old 08/25/2012, 11:55   #196
 
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#Request

Structs ( Player & Server )
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Old 08/25/2012, 12:22   #197
 
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Quote:
Originally Posted by Deltran_ View Post
#Request

Structs ( Player & Server )
============== BuRn3R Struct Logger =============
== Structs: CPlayer, CServer, CBase & CVehicle ==
=================================================
struct CPlayer
{
char BuRn3R1[7424];//0x00
int GlobalIndex;//0x1D00
char BuRn3R2[42808];//0x1D04
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char BuRn3R3[72];//0xC448
BYTE Index;//0xC490
char BuRn3R4[19];//0xC491
float GravityX;//0xC4A4
float GravityY;//0xC4A8
float GravityZ;//0xC4AC
char BuRn3R5[24];//0xC4B0
int WeaponState;//0xC4C8
char BuRn3R6[15416];//0xC4CC
float PlayerSpeed;//0x10104
float NoSpread;//0x10108
float FastNadeBlast;//0x1010C
char BuRn3R7[136];//0x10110
int PlayerView3D;//0x10198
char BuRn3R8[4];//0x1019C
float Pitch;//0x101A0
char BuRn3R9[24];//0x101A4
float Yaw;//0x101BC
char BuRn3R10[12];//0x101C0
float ViewX;//0x101CC
float ViewY;//0x101D0
float ViewZ;//0x101D4
char BuRn3R11[12];//0x101D8
WORD Weapon1;//0x101E4
WORD Weapon2;//0x101E6
WORD Weapon3;//0x101E8
char BuRn3R12[90];//0x101EA
BYTE PlayerState;//0x10244
char BuRn3R13[155];//0x10245
float NoFallDamage;//0x102E0
char BuRn3R14[20];//0x102E4
float PosX;//0x102F8
char BuRn3R15[4];//0x102FC
float PosY;//0x102F0
char BuRn3R16[4];//0x102F4
float PosZ;//0x10300
char BuRn3R17[100];//0x10304
DWORD AutoPlant;//0x10368
DWORD AutoDefuse;//0x1036C
char BuRn3R18[14];//0x10370
DWORD AutoShot;//0x1037E
char BuRn3R19[106];//0x10382
float NoM134Idle;//0x103EC
char BuRn3R20[23828];//0x103F0
int LocalIndex;//0x16104
};

struct CServer
{
char BuRn3R1[292];//0x00
BYTE AntiAbnormal1;//0x124
BYTE AntiAbnormal2;//0x125
char BuRn3R2[570];//0x126
BYTE AntiAbnormal3;//0x360
BYTE AntiAbnormal4;//0x361
char BuRn3R3[554];//0x362
int Premium;//0x58C
long PremiumDays;//0x590
char BuRn3R4[793292];//0x594
int SuperMaster;//0xC2060
char BuRn3R5[20565];//0xC2064
BYTE Slot1;//0xC70B9
BYTE Slot2;//0xC70B5
BYTE Slot3;//0xC70B6
BYTE Slot4;//0xC70B7
BYTE Slot5;//0xC70BC
BYTE Slot6;//0xC70B9
BYTE Slot7;//0xC70BA
BYTE Slot8;//0xC70BB
char BuRn3R6[98524];//0xC70BC
long Level;//0xDF198
char BuRn3R7[396];//0xDF19C
long Dinar;//0xDF328
char BuRn3R8[16];//0xDF32C
long Invisible;//0xDF33C
char BuRn3R9[5440];//0xDF340
int RoomMaster//0xE0880
};

struct CVehicle
{
char BuRn3R1[10706772];//0x00
float Pitch;//0xA35F54
float Yaw;//0xA35F58
};

struct CBase
{
CPlayer* pLocal;//0xA363B8
char* BuRn3R1[1197020];//0xA363BC
CPlayer** pGlobal;//0xB5A798
};
=================================================
=============== Credits: BuRn3R =================
============== Succesfully Logged ===============
=============== ===============
=================================================
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Old 08/25/2012, 12:36   #198
 
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Quote:
Originally Posted by *BlackDevil* View Post
Suche MEM_NoReload addy, und am besten noch die Pattern oder ein kleines tut wie ich die finden kann oder muss man die genau so suchen wie OFFSETS und so?

Würde ja gerne gucken aber bin gerade mit dem Handy on
Code:
#define ADR_NORELOAD 0x10405
Quote:
Originally Posted by *SourceCoder* View Post
#Request
ASM_AUTOMEDIC
ASM_OPK
Code:
#define ASM_AUTOMEDIC 0x4EBB53
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Old 08/25/2012, 12:51   #199
 
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Quote:
Originally Posted by CyberVeezy :) View Post
Code:
#define ADR_NORELOAD 0x10405
Code:
#define ASM_AUTOMEDIC 0x4EBB53
Das ist das Offset, er hat aber nach den Memory Addys gefragt.
Code:
#define ADR_NORELOAD1               0x4FE860
#define ADR_NORELOAD2               0x4FE868
#define ADR_NORELOAD3               0x85D7EC
Credits: Me,UnknownPK
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Old 08/26/2012, 08:32   #200
 
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#request
Redline's 8 AutoShoot Artillery Addys. They don't have to be updated ( they can be from last update , but please no older than 8.8 ).

Anti:
// UNLIMITED AMMO
{
if(Player != 0)
{
MemoryEdit((void*)(ASM_UNLAMMO),"\xC3",1);
}
else
{
MemoryEdit((void*)(ASM_UNLAMMO),"\x56",1);
}
}
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Old 08/26/2012, 10:37   #201
 
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#Req WarRock Dump 26.08.12
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Old 08/26/2012, 10:48   #202
 
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Old 08/26/2012, 18:30   #203
 
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Code:
//******************************************************************\
//********************KingDevil* AddyLogger V.1.0*******************\
//*************************Version [PRIVATE]************************\
//******************************************************************\


~Pointers Startet~
#define ADR_PLAYERPOINTER 0xA363B8
#define ADR_SERVERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0xA541DC
#define ADR_BASEPOINTER 0xA8D258
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_DEVICEPOINTER 0x88E01C
#define ADR_USERPOINTER 0xA36348
#define ADR_WEAPONPOINTER 0x8F77C0
#define ADR_VIEW_ANGELS 0xA35EF0

~Pointers End~



~Adresses Startet~

#define ADR_SPEED 0xA8EDF8
#define ADR_HIGH_MODE 0x891430
#define ADR_IMDRUNK 0xA362B4
#define ADR_NXCASH 0xA362F8
#define ADR_VIRTUALJUMP 0x85DBBC
#define ADR_CQC_PRONE 0xB62A3C
#define ADR_PLAYERSPEED 0x10104
#define ADR_PLANTANYWHERE 0xA35F32
#define ADR_DEFUSEANYWHERE 0x8F78AC
#define ADR_NOBOUNDS1 0xB69E80
#define ADR_NOBOUNDS2 0xB69E84
#define ADR_NOBOUNDS3 0xB69E88
#define ADR_ANTI_AFK 0xB69E58
#define ADR_SUPERNOSPREAD 0x891030

~Adresses End~



~Fast Stuff Startet~

#define ADR_FAST_AMMO 0xA3AD74
#define ADR_FAST_MEDIC 0xA3AD7C
#define ADR_FAST_FLAG 0xA3AD84
#define ADR_FAST_REPAIR 0xA3720C

~Fast Stuff End~



~User Stuff Startet~

#define ADR_USER_NAME 0xA8DC1C
#define ADR_USER_READY 0xA8EE88
#define ADR_USER_TEAM 0xA8EF34
#define ADR_USER_HEALTH 0xA8EDEC

~User Stuff End~



~Offsets Startet~

#define OFS_GLOBAL_PLAYER_SIZE 0x1D00
#define OFS_ROOMNUMBER 0xE0880
#define OFS_MYPLAYERSLOT 0xE0884
#define OFS_MYTEAM 0xE0888
#define OFS_PLAYERSTATE 0xC4C4
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_STARTROOMSIZE 0xA8
#define OFS_NOFALLDAMAGE 0x102E0
#define OFS_SLOT1 0xC70B8
#define OFS_SLOT2 0xC70B9
#define OFS_SLOT3 0xC70BA
#define OFS_SLOT4 0xC70BB
#define OFS_SLOT5 0xC70BC
#define OFS_SLOT6 0xC70BD
#define OFS_SLOT7 0xC70BE
#define OFS_SLOT8 0xC70BF
#define OFS_PREMIUM1 0x58C
#define OFS_PREMIUM2 0x590
#define OFS_NORECOIL1 0xC43C
#define OFS_NORECOIL2 0xC440
#define OFS_NORECOIL3 0xC444
#define OFS_NOSPREAD 0x10108
#define OFS_INDEX 0xC490
#define OFS_GRAVITY_X 0xC4A4
#define OFS_GRAVITY_Y 0xC4A8
#define OFS_GRAVITY_Z 0xC4AC
#define OFS_WEAPONSTATE 0xC4C8
#define OFS_AUTOPLANT 0x10368
#define OFS_AUTODEFUSE 0x1036C
#define OFS_VIEW_X 0x101CC
#define OFS_VIEW_Y 0x101D0
#define OFS_VIEW_Z 0x101D4
#define OFS_PITCH 0x101A0
#define OFS_YAW 0x101BC
#define OFS_WEAPON_1 0x101E4
#define OFS_WEAPON_2 0x101E6
#define OFS_WEAPON_3 0x101E8
#define OFS_NOM134IDLE 0x103F0
#define OFS_FASTNADEBLAST 0x1010C
#define OFS_X 0x102F8
#define OFS_Y 0x10308
#define OFS_Z 0x10300

~Offsets End~ 



~Memorys Startet~

#define MEM_AUTOREPAIR 0xA35F3B
#define MEM_BONESHOT 0x891FA8
#define MEM_INVISIBLE 0xE0880
#define MEM_STAMINA1 0x85E43C
#define MEM_STAMINA2 0x85E440
#define MEM_STAMINA3 0x85E444
#define MEM_STAMINA4 0x85E448
#define MEM_STAMINA5 0x85E44C
#define MEM_WTW 0x85DB88
#define MEM_WTH 0x88DAD8
#define MEM_WUW 0xA3D58C
#define MEM_STW 0x858644
#define MEM_QUICK_PLANT 0xA35F14
#define MEM_QUICK_DEFUSE 0xA35F14

~Memorys End~



~Assemblers Startet~

#define ASM_UNLIMITED_AMMO 0x4F7430
#define ASM_OPK 0x407E14
#define ASM_MESSAGEBOX 0x4AFC37
#define ASM_ENGINETEXT 0x401073

~Assemblers End~




struct CPlayer
{
	char KingDevil1[50236];//0x00
	float NoRecoil1;//0xC43C
	float NoRecoil2;//0xC440
	float NoRecoil3;//0xC444
	char KingDevil2[72];//0xC448
	BYTE Index;//0xC490
	char KingDevil3[19];//0xC491
	float GravityX;//0xC4A4
	float GravityY;//0xC4A8
	float GravityZ;//0xC4AC
	char KingDevil4[24];//0xC4B0
	int WeaponState;//0xC4C8
	char KingDevil5[15420];//0xC4CC
	float NoSpread;//0x10108
	float FastNadeBlast;//0x1010C
	char KingDevil6[144];//0x10110
	float Pitch;//0x101A0
	char KingDevil7[24];//0x101A4
	float Yaw;//0x101BC
	char KingDevil8[12];//0x101C0
	float ViewX;//0x101CC
	float ViewY;//0x101D0
	float ViewZ;//0x101D4
	char KingDevil9[12];//0x101D8
	WORD Weapon1;//0x101E4
	WORD Weapon2;//0x101E6
	WORD Weapon3;//0x101E8
	char KingDevil12[20];//0x102E4
	float PosX;//0x102F8
	char KingDevil13[-12];//0x102FC
	float PosY;//0x10308
	char KingDevil14[12];//0x102F4
	float PosZ;//0x10300
	char KingDevil15[100];//0x10304
	DWORD AutoPlant;//0x10368
	DWORD AutoDefuse;//0x1036C
	char KingDevil16[14];//0x10370
	DWORD AutoShot;//0x1037E
	char KingDevil17[106];//0x10382
	float NoM134Idle;//0x103F0
};
***********************************************************************
//*************************End Logging*********************************
//********************Sucessfully Loggs: [91]**************************
//***************CPlayer Struct: [Sucessfully Logged]****************\
//*********************************************************************
//***************Credits AdrenalinaPL for ASM Pattern********************
#Request wie kann ich ASM Pattern finden? Wie man die Bytes findet weiß ich schon nur wie muss ich das aufschreiben?

THX nicht vergessen :P


@ -Marekiarox-

#define ADR_GLASSWALLS 0x85E43C

Give Credis when u Release!
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Old 08/26/2012, 20:39   #204
 
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#Req ADR_GlassWalls
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Old 08/26/2012, 22:09   #205
 
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Basta guarda indietro...



Quote:
#define GlassWall 0x00A35FE4
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Old 08/27/2012, 00:10   #206
 
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#request
Working ASM_OPK
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Old 08/27/2012, 00:48   #207
 
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#request

MemoryEdit
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Old 08/27/2012, 06:23   #208
 
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#Request BreakLimit
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Old 08/27/2012, 07:59   #209
 
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Quote:
Originally Posted by boknoy24 View Post
#Request BreakLimit
Code:
#define ADR_BreakLimit			0x890F50
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Old 08/27/2012, 10:13   #210
 
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request#
#define ADR_HSCallBack1
#define ADR_HSCallBack2
#define ADR_HSNanoScan1
#define ADR_HSNanoScan2
#define EhsvcSelfCrC
#define Detection
#define NanoCheck1
#define NanoCheck2
#define HSAntiCrash
#define ADR_ASMDETECTION
#define NanoCheck3

and how to find these addys..
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