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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
09/04/2012, 22:22
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#271
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Quote:
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of course "DEINEMUDA" is not defined but "DEINEMUDDA" is defined
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dont c&p from bubble base the base is ****
Code:
if(cPlayer.CH_Stamina == 1)
{
WriteMEM<float>((void*)ADR_Stamina1,1000);
WriteMEM<float>((void*)ADR_Stamina2,1000);
WriteMEM<float>((void*)ADR_Stamina3,0);
WriteMEM<float>((void*)ADR_Stamina4,0);
WriteMEM<float>((void*)ADR_Stamina5,0);
}
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09/04/2012, 22:45
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#272
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Quote:
Originally Posted by futbolcuadem
of course "DEINEMUDA" is not defined but "DEINEMUDDA" is defined
Code:
CPlayer *DEINEMUDDA = getPlayer(I);
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Its bubbleshit.
Rename it, and youre done
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09/05/2012, 01:03
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#273
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hey can someone show how to make a struct logger? can you show some examples?
Regards, _GigaByte'2
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09/05/2012, 06:31
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#274
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Quote:
Originally Posted by R3d_L!n3
...[/SIZE]
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Ur Private Mssage Folder is Full. Delete some Messages please.
Zombie OPK Example:
Code:
if( ZombieOPK == 1 )
{
for(int i = 4; i < 32; i++)
{
CPlayer2* pPlayerA = p_Player2->pGlobal2[i];
pPlayerA->PosX = 0.0F; //Log the Positions by urself
pPlayerA->PosY = 0.0F; //Log the Positions by urself
pPlayerA->PosZ = 0.0F; //Log the Positions by urself
}
}
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09/05/2012, 17:07
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#275
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Request
Bullets
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09/05/2012, 17:49
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#276
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Hab mal 2 kleine Fragen an euch,
mein ZombieOPK bzw. OPK generell workt bei mir nicht, bei ZombieOPK ist nur ein Zombie auf der map und der hängt i.wo in der Wand. Bei PLayerOPK fliegen die Player durch die Gegend, weiß da jemand ne Lösung für?
Hier mal die Source von TradeMark:
if( ZombieOPK == 1 )
{
for(int i = 4; i < 32; i++)
{
CPlayer* pPlayerA = p_Player->pGlobal[i];
pPlayerA->PosX = 2723.128418F;
pPlayerA->PosY = 3056.366943F;
pPlayerA->PosZ = 61.816406F;
}
}
Zweitens, seit neustem Crasht bei mir ESP, es geht für ne halbe sekunde und dann Crasht es. Boxen, Namen, etc wird alles angezeigt nur es Crasht eben halt. Lösung?
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09/05/2012, 20:12
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#277
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Quote:
Originally Posted by _GigaByte
hey can someone show how to make a struct logger? can you show some examples?
Regards, _GigaByte'2
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Code:
Writelog("struct CBase");
Writelog("{");
Writelog(" CPlayer* local;");
Writelog(" char* unknow[%d]",(dwRemotePointer-dwPlayerPointer-0x4));
Writelog(" CPlayer** player;");
Writelog("};");
Von alfmkwndk
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09/05/2012, 20:28
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#278
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Quote:
Originally Posted by SandkastenCoderx3
Hab mal 2 kleine Fragen an euch,
mein ZombieOPK bzw. OPK generell workt bei mir nicht, bei ZombieOPK ist nur ein Zombie auf der map und der hängt i.wo in der Wand. Bei PLayerOPK fliegen die Player durch die Gegend, weiß da jemand ne Lösung für?
Hier mal die Source von TradeMark:
if( ZombieOPK == 1 )
{
for(int i = 4; i < 32; i++)
{
CPlayer* pPlayerA = p_Player->pGlobal[i];
pPlayerA->PosX = 2723.128418F;
pPlayerA->PosY = 3056.366943F;
pPlayerA->PosZ = 61.816406F;
}
}
Zweitens, seit neustem Crasht bei mir ESP, es geht für ne halbe sekunde und dann Crasht es. Boxen, Namen, etc wird alles angezeigt nur es Crasht eben halt. Lösung? 
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playeropk:
Sleep verringern.
--
crasht eben halt - Aha ok.
Kann an vieles liegen. Genauere Beschreibung waere nett.
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09/05/2012, 21:02
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#279
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Quote:
Originally Posted by Chowniіqhtz
playeropk:
Sleep verringern.
--
crasht eben halt - Aha ok.
Kann an vieles liegen. Genauere Beschreibung waere nett.
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Ich benutze die Source, meines wissens ist alles Updatet...
Code:
VOID EspHacks(LPDIRECT3DDEVICE9 pDevice)
{
DWORD PTR_PLAYER = *(DWORD*)ADR_PLAYERPOINTER;
if ( PTR_PLAYER != 0 )
{
for (INT MaxPlayer = 0; MaxPlayer < 32; MaxPlayer++)
{
D3DXVECTOR3 PlayerView(p_Player->pGlobal[MaxPlayer]->ViewX,p_Player->pGlobal[MaxPlayer]->ViewY,p_Player->pGlobal[MaxPlayer]->ViewZ),EspView;
if(GetScreenCoordFromWorld(pDevice,EspView,PlayerView))
{
if ( GetGlobalInfo(MaxPlayer)->Health > 0 )
{
if( cEsp.CH_EnemyOnly )
{
if ( p_Player->pGlobal[MaxPlayer]->ViewX != 0 && p_Player->pGlobal[MaxPlayer]->ViewZ != 0 )
{
if(IsAnEnemy(MaxPlayer))
{
if ( cEsp.CH_EspName )
{
char chTeam[100];
sprintf(chTeam,"Name: %s",GetGlobalInfo(MaxPlayer)->name);
if(GetGlobalInfo(GetLocalInfo())->team != GetGlobalInfo(MaxPlayer)->team)
pMenu->DrawTextR(EspView.x,(EspView.y-100),RED,chTeam,pFont);
else
pMenu->DrawTextR(EspView.x,(EspView.y-100),GREEN,chTeam,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspTeam )
{
char chTeam[100];
if ( GetGlobalInfo(MaxPlayer)->team == 1 )
sprintf(chTeam,"Team: NIU");
else if ( GetGlobalInfo(MaxPlayer)->team == 0 )
sprintf(chTeam,"Team: DERBERAN");
pMenu->DrawTextR(EspView.x,(EspView.y-100),YELLOW,chTeam,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspPremium )
{
char chPremium[100];
if ( GetGlobalInfo(MaxPlayer)->Premium == 0 )
sprintf(chPremium,"Premium: Free2Play");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 1 )
sprintf(chPremium,"Premium: Bronce");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 2 )
sprintf(chPremium,"Premium: Silver");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 3 )
sprintf(chPremium,"Premium: Gold");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 4 )
sprintf(chPremium,"Premium: Platinum");
pMenu->DrawTextR(EspView.x,(EspView.y-100),BLUE,chPremium,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspHealth == 1)
{
char chHealth[100];
sprintf(chHealth,"Health: %d ",GetGlobalInfo(MaxPlayer)->Health/10);
pMenu->DrawTextR(EspView.x,(EspView.y-100),RED,chHealth,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspPing )
{
char chPing[100];
sprintf(chPing,"Ping: %i",GetGlobalInfo(MaxPlayer)->ping);
pMenu->DrawTextR(EspView.x,(EspView.y-100),WHITE,chPing,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspIp )
{
char chIp[100];
sprintf(chIp,"IP: %s",GetGlobalInfo(MaxPlayer)->ip);
pMenu->DrawTextR(EspView.x,(EspView.y-100),BLUE,chIp,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspFlags )
{
char chFlags[100];
sprintf(chFlags,"Flag: %i",GetGlobalInfo(MaxPlayer)->flags);
pMenu->DrawTextR(EspView.x,(EspView.y-100),ORANGE,chFlags,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspKills )
{
char chKills[100];
sprintf(chKills,"Kills: %i",GetGlobalInfo(MaxPlayer)->kills);
pMenu->DrawTextR(EspView.x,(EspView.y-100),PURPLE,chKills,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspDeaths )
{
char chDeaths[100];
sprintf(chDeaths,"Deaths: %i",GetGlobalInfo(MaxPlayer)->deaths);
pMenu->DrawTextR(EspView.x,(EspView.y-100),PURPLE,chDeaths,pFont);
EspView.y += 12;
}
if(cEsp.BoxWeight==0)
{
cEsp.xweight=0;
cEsp.xplaats=0;
}
if(cEsp.BoxWeight==1)
{
cEsp.xweight=30;
cEsp.xplaats=15;}
if(cEsp.BoxWeight==2)
{
cEsp.xweight=60;
cEsp.xplaats=30;
}
if(cEsp.BoxWeight==3)
{
cEsp.xweight=90;
cEsp.xplaats=45;}
if(cEsp.BoxWeight==4)
{
cEsp.xweight=120;
cEsp.xplaats=60;
}
if(cEsp.BoxHeight==0)
{
cEsp.yheight=0;cEsp.yplaats=0;
}
if(cEsp.BoxHeight==1)
{
cEsp.yheight=70;
cEsp.yplaats=70;
}
if(cEsp.BoxHeight==2)
{
cEsp.yheight=100;
cEsp.yplaats=100;
}
if(cEsp.BoxHeight==3)
{
cEsp.yheight=130;
cEsp.yplaats=130;
}
if(cEsp.BoxHeight==4)
{
cEsp.yheight=160;
cEsp.yplaats=160;
}
if( cEsp.CH_BoxEsp )
{
DrawRectangle2(pDevice,(float)EspView.x-cEsp.xplaats, (float)EspView.y-cEsp.yplaats,cEsp.xweight, cEsp.yheight, 1,YELLOW);
EspView.y += 12;
}
if( cEsp.CH_EspHealth == 2 )
{
int Red1,Green1;
Red1 = 255-((GetGlobalInfo(MaxPlayer)->Health/10)*2.55);
Green1 = (GetGlobalInfo(MaxPlayer)->Health/10)*2.55;
DrawBoxM(pDevice,(int)EspView.x-80, (int)EspView.y-115, 100, 5,D3DCOLOR_ARGB( 255 ,20, 20, 20));
DrawBoxM(pDevice,(int)EspView.x-80, (int)EspView.y-115, GetGlobalInfo(MaxPlayer)->Health/10, 5,D3DCOLOR_ARGB( 255, Red1, Green1, 0));
DrawRectangle2(pDevice,(int)EspView.x-80, (int)EspView.y-115,100, 5, 1,BLACK);
sprintf(szhealth,"%d HP\n ",(int)GetGlobalInfo(MaxPlayer)->Health/100);
pMenu->DrawTextC((int)EspView.x-100, (int)EspView.y-120,D3DCOLOR_ARGB(255,000,191,255), szhealth, pFont);
EspView.y += 24;
}
if ( cEsp.CH_EspClass )
{
char chClass[100];
switch ( GetGlobalInfo(MaxPlayer)->pclass )
{
case 0: sprintf(chClass,"Class: Enginer"); break;
case 1: sprintf(chClass,"Class: Medic"); break;
case 2: sprintf(chClass,"Class: Sniper"); break;
case 3: sprintf(chClass,"Class: Assault"); break;
case 4: sprintf(chClass,"Class: Heavy Trooper"); break;
}
pMenu->DrawTextR(EspView.x,(EspView.y-100),PURPLE,chClass,pFont);
EspView.y += 12;
}
}
}}
else
{
if ( p_Player->pGlobal[MaxPlayer]->ViewX != 0 && p_Player->pGlobal[MaxPlayer]->ViewZ != 0 )
{ if ( cEsp.CH_EspName )
{
char chTeam[100];
sprintf(chTeam,"Name: %s",GetGlobalInfo(MaxPlayer)->name);
if(GetGlobalInfo(GetLocalInfo())->team != GetGlobalInfo(MaxPlayer)->team)
pMenu->DrawTextR(EspView.x,(EspView.y-100),RED,chTeam,pFont);
else
pMenu->DrawTextR(EspView.x,(EspView.y-100),GREEN,chTeam,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspTeam )
{
char chTeam[100];
if ( GetGlobalInfo(MaxPlayer)->team == 1 )
sprintf(chTeam,"Team: NIU");
else if ( GetGlobalInfo(MaxPlayer)->team == 0 )
sprintf(chTeam,"Team: DERBERAN");
pMenu->DrawTextR(EspView.x,(EspView.y-100),YELLOW,chTeam,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspPremium )
{
char chPremium[100];
if ( GetGlobalInfo(MaxPlayer)->Premium == 0 )
sprintf(chPremium,"Premium: Free2Play");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 1 )
sprintf(chPremium,"Premium: Bronce");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 2 )
sprintf(chPremium,"Premium: Silver");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 3 )
sprintf(chPremium,"Premium: Gold");
else if ( GetGlobalInfo(MaxPlayer)->Premium == 4 )
sprintf(chPremium,"Premium: Platinum");
pMenu->DrawTextR(EspView.x,(EspView.y-100),BLUE,chPremium,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspHealth == 1)
{
char chHealth[100];
sprintf(chHealth,"Health: %d ",GetGlobalInfo(MaxPlayer)->Health/10);
pMenu->DrawTextR(EspView.x,(EspView.y-100),RED,chHealth,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspPing )
{
char chPing[100];
sprintf(chPing,"Ping: %i",GetGlobalInfo(MaxPlayer)->ping);
pMenu->DrawTextR(EspView.x,(EspView.y-100),WHITE,chPing,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspIp )
{
char chIp[100];
sprintf(chIp,"IP: %s",GetGlobalInfo(MaxPlayer)->ip);
pMenu->DrawTextR(EspView.x,(EspView.y-100),BLUE,chIp,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspFlags )
{
char chFlags[100];
sprintf(chFlags,"Flag: %i",GetGlobalInfo(MaxPlayer)->flags);
pMenu->DrawTextR(EspView.x,(EspView.y-100),ORANGE,chFlags,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspKills )
{
char chKills[100];
sprintf(chKills,"Kills: %i",GetGlobalInfo(MaxPlayer)->kills);
pMenu->DrawTextR(EspView.x,(EspView.y-100),PURPLE,chKills,pFont);
EspView.y += 12;
}
if ( cEsp.CH_EspDeaths )
{
char chDeaths[100];
sprintf(chDeaths,"Deaths: %i",GetGlobalInfo(MaxPlayer)->deaths);
pMenu->DrawTextR(EspView.x,(EspView.y-100),PURPLE,chDeaths,pFont);
EspView.y += 12;
}
if(cEsp.BoxWeight==0)
{
cEsp.xweight=0;
cEsp.xplaats=0;
}
if(cEsp.BoxWeight==1)
{
cEsp.xweight=30;
cEsp.xplaats=15;}
if(cEsp.BoxWeight==2)
{
cEsp.xweight=60;
cEsp.xplaats=30;
}
if(cEsp.BoxWeight==3)
{
cEsp.xweight=90;
cEsp.xplaats=45;}
if(cEsp.BoxWeight==4)
{
cEsp.xweight=120;
cEsp.xplaats=60;
}
if(cEsp.BoxHeight==0)
{
cEsp.yheight=0;cEsp.yplaats=0;
}
if(cEsp.BoxHeight==1)
{
cEsp.yheight=70;
cEsp.yplaats=70;
}
if(cEsp.BoxHeight==2)
{
cEsp.yheight=100;
cEsp.yplaats=100;
}
if(cEsp.BoxHeight==3)
{
cEsp.yheight=130;
cEsp.yplaats=130;
}
if(cEsp.BoxHeight==4)
{
cEsp.yheight=160;
cEsp.yplaats=160;
}
if( cEsp.CH_BoxEsp )
{
DrawRectangle2(pDevice,(float)EspView.x-cEsp.xplaats, (float)EspView.y-cEsp.yplaats,cEsp.xweight, cEsp.yheight, 1,YELLOW);
EspView.y += 12;
}
if( cEsp.CH_EspHealth == 2 )
{
int Red1,Green1;
Red1 = 255-((GetGlobalInfo(MaxPlayer)->Health/10)*2.55);
Green1 = (GetGlobalInfo(MaxPlayer)->Health/10)*2.55;
DrawBoxM(pDevice,(int)EspView.x-80, (int)EspView.y-115, 100, 5,D3DCOLOR_ARGB( 255 ,20, 20, 20));
DrawBoxM(pDevice,(int)EspView.x-80, (int)EspView.y-115, GetGlobalInfo(MaxPlayer)->Health/10, 5,D3DCOLOR_ARGB( 255, Red1, Green1, 0));
DrawRectangle2(pDevice,(int)EspView.x-80, (int)EspView.y-115,100, 5, 1,BLACK);
sprintf(szhealth,"%d HP\n ",(int)GetGlobalInfo(MaxPlayer)->Health/100);
pMenu->DrawTextC((int)EspView.x-100, (int)EspView.y-120,D3DCOLOR_ARGB(255,000,191,255), szhealth, pFont);
EspView.y += 24;
}
if ( cEsp.CH_EspClass )
{
char chClass[100];
switch ( GetGlobalInfo(MaxPlayer)->pclass )
{
case 0: sprintf(chClass,"Class: Enginer"); break;
case 1: sprintf(chClass,"Class: Medic"); break;
case 2: sprintf(chClass,"Class: Sniper"); break;
case 3: sprintf(chClass,"Class: Assault"); break;
case 4: sprintf(chClass,"Class: Heavy Trooper"); break;
}
pMenu->DrawTextR(EspView.x,(EspView.y-100),GREY2,chClass,pFont);
EspView.y += 12;
}
}
}
}
}
}
}}
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09/05/2012, 21:14
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#280
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elite*gold: 351
Join Date: Jul 2012
Posts: 427
Received Thanks: 430
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Ich habe ehrlich gesagt 0 Bock deine komplette Source anzugucken.
Wenn dann nimm ein Beispiel, zeig mir die dazugehörigen Adressen (structs)
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09/05/2012, 21:24
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#281
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elite*gold: 0
Join Date: Sep 2012
Posts: 9
Received Thanks: 3
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Quote:
Originally Posted by Chowniіqhtz
Ich habe ehrlich gesagt 0 Bock deine komplette Source anzugucken.
Wenn dann nimm ein Beispiel, zeig mir die dazugehörigen Adressen (structs)
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Code:
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 CPlayerInfo//recalculated
{
char unknown0[8]; //0x000000
int Premium; //0x000008
char unknown1[712]; //0x00000C
char MainName[20]; //0x0002D4
char unknown2[108]; //0x0002E8
char FuckingShit[100]; //0x000354
char unknown3[772]; //0x0003B8
__int32 ping; //0x0006BC
char unknown4[24]; //0x0006C0
char ip[16]; //0x0006D8
char unknown5[20]; //0x0006E4
char routerip[16]; //0x0006FC
char unknown6[24]; //0x00070C
char ip2[16]; //0x000724
char unknown7[56]; //0x000734
int currentlevel; //0x00076C
int exp; //0x000770
char unknown8[12]; //0x000774
int dinar; //0x000780
char unknown9[4]; //0x000784
int totalkills; //0x000788
int totaldeaths; //0x00078C
char unknown10[20]; //0x000790
char GameServer[32]; //0x0007A4
char unknown32[512]; //0x0007C4
char name[20]; //0x0009C4
char unknown11[496]; //0x0009D8
char clan[48]; //0x000BC8
char unknown12[3956]; //0x000BF8
int points; //0x001B6C
char unknown13[24]; //0x001B70
int kills; //0x001B88
int deaths; //0x001B8C
int flags; //0x001B90
int Health; //0x001B94
int maxhealth; //0x001B98
char unknown14[4]; //0x001B9C
int pclass; //0x001BA0
char unknown15[140]; //0x001BA4
BYTE isready; //0x001C30
char unknown16[175]; //0x001C31
BYTE team; //0x001CE0
char unknown17[23]; //0x001CE1
};//1CF8(7416)
struct CBase
{
CPlayer* pLocal;
char xJumpToAdress1[1197020];
CPlayer** pGlobal;
};
struct CLocal
{
char xJumpToAdress0[32];//0x00
float PosX;//0x20
float PosY;//0x24
float PosZ;//0x28
char xJumpToAdress1[36];//0x2C
float Pitch;//0x50
float Yaw;//0x54
};
struct CMatrix
{
D3DXMATRIX Project;//0x00
D3DXMATRIX View;//0x40
};
CPlayerInfo* GetGlobalInfo( int dwPlayerIndex )
{
if( dwPlayerIndex > 32 ) return 0;
return (CPlayerInfo*)(ADR_BASEPOINTER+(OFS_GLOBALSIZE*dwPlayerIndex));
}
INT GetLocalInfo()
{
DWORD *dwServPtr = (DWORD*)ADR_POINTER_SERVER;
return *(INT*)((*dwServPtr)+OFS_LOCALSIZE);
}
CLocal* p_Local = NULL;
CBase* p_Player = (CBase*)ADR_PLAYERPOINTER;
CMatrix* p_Matrix = (CMatrix*)ADR_MATRIX;
#define ADR_PlayerPointer 0xA363B8
#define ADR_PLAYERPOINTER 0xA363B8
#define ADR_SERVERPOINTER 0xA36348
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_POINTER_SERVER 0xA36348
#define ADR_BASEPOINTER 0xA8D258
#define ADR_WEAPONBASE 0x00A541DC
#define ADR_MATRIX 0x9C4078
#define ADR_SLOTBASE 0xC5F18
#define OFS_GLOBALSIZE 0x1D00
#define OFS_LOCALSIZE 0xA404
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09/06/2012, 00:26
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#282
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elite*gold: 73
Join Date: Mar 2011
Posts: 2,908
Received Thanks: 8,548
|
Quote:
if( ZombieOPK == 1 )
{
for(int i = 4; i < 32; i++)
{
CPlayer* pPlayerA = p_Player->pGlobal[i];
pPlayerA->PosX = 2723.128418F;
pPlayerA->PosY = 3056.366943F;
pPlayerA->PosZ = 61.816406F;
}
}
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geht dann nur für 32 zombies der rest läuft rum ...
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09/06/2012, 00:48
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#283
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elite*gold: 0
Join Date: Aug 2012
Posts: 3
Received Thanks: 0
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xroute thanks , but how about other struct? Like
struct CPlayer
{
char unknown_0 [000]:
float PosiX:
char Xjump [000]:
}:
Like the numbers in the bracket
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09/06/2012, 16:38
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#284
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elite*gold: 0
Join Date: Apr 2012
Posts: 594
Received Thanks: 810
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Quote:
Originally Posted by _GigaByte
xroute thanks , but how about other struct? Like
struct CPlayer
{
char unknown_0 [000]:
float PosiX:
char Xjump [000]:
}:
Like the numbers in the bracket
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Why are you using my name with a _ in front of it?...
The number in brackets is the variable minus the size of the one behind it and usually converted into decimal...
By the way, after the brackets, curly braces and variables it's not ':', it should be ';'
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09/06/2012, 20:47
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#285
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elite*gold: 0
Join Date: May 2012
Posts: 643
Received Thanks: 846
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ich habe schon vor einigen tagen die Anfrage gemacht! Und jetz nochmal:
Aktuelle Dumped WarRock.exe
Danke im vorraus
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Similar Threads
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WarRock EU - Code Snippets
07/12/2012 - WarRock - 7490 Replies
Hi Leute,
in diesem Thread könnt ihr:
-> Nach Sourcecodes fragen(Beispiel unten)
-> Eure Sourcecodes posten(Wenn sie nicht von euch sind mit Credits!)
-> Fragen ob eure Source evtl. einen Fehler hat
-> Fragen was welcher Fehler bedeuted
-> Sourcecodes entnehmen(Bitte beim Release dann Credits angeben!)
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