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Warrock - Code Snippets

Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.

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Old 09/18/2012, 18:46   #331
 
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Quote:
#Request HS Bypass!!!
Code:
void RegardsHackShield (void)
{
      DWORD hEhSvc = 0;
      do
      {
           hEhSvc = (DWORD) GetModuleHandleA("EhSvc.dll");
           Sleep(1000);
      }    while(!hEhSvc);
      if ( hEhSvc > 0 )
      {

                  BYTE cRetn     [] = { 0xC3 };
                  BYTE cJe       [] = { 0x74 };
                  BYTE cAddeax   [] = { 0x03,0xD2 };
                  BYTE cMoveax   [] = { 0xB8,0x00,0x00,0x00,0x00 };

                  MemWrite((void*)(hEhSvc+Findet ihr schon),cRetn,1);
                  MemWrite((void*)(hEhSvc+0x000A048),cJe,1);
                  MemWrite((void*)(hEhSvc+0x009A520),cAddeax,2);
                  MemWrite((void*)(hEhSvc+0x0097F6F),cMoveax,5);

   }
}


Credits: SilentChris
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Old 09/19/2012, 15:23   #332
 
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Wieso klappt das eig nich..
Habs mal grad aus dem kopf geschrieben weil am Mac bin^^

int discomap=0;

if(discomap==1)
{

for(int i=0;
{
if(i==0){
pDevice->SetRenderState(D3DRS_AMBIENT,RED);
i++;
Sleep(5);
}

if(i==1){
pDevice->SetRenderState(D3DRS_AMBIENT,BLUE);
i++;
Sleep(5);
}

if(i==2){
pDevice->SetRenderState(D3DRS_AMBIENT,RED);
i=0;
Sleep(5);
}
}

Diese Funktion is nur Just4Fun und den Teil" pDevice->SetRenderState(D3DRS_AMBIENT,RED);"
hab ich grad aus dem kopf geschrieben .. aber theoretisch müsste das doch klappen..(Ps habs auch an der richtigen stelle in der Base .. also einfach Mapcolor geht )
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Old 09/19/2012, 16:26   #333
 
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Fangen wir mal damit an, dass eine for schleife anders aussieht ...
Außerdem ist es auch nicht so wirklich sinnvoll den renderstate in einem aufruf von "welche funktion du da auch immer gehookt hast" mehrmals zu ändern!
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Old 09/19/2012, 19:49   #334
 
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[Request]

Vehicle SuperJump + addy
Vehicle NFD + addy

addy
ASM Medic1
ASM Medic2
ASM CQCProm
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Old 09/19/2012, 21:00   #335
 
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Quote:
Originally Posted by Zyzz__ View Post
Code:
void RegardsHackShield (void)
{
      DWORD hEhSvc = 0;
      do
      {
           hEhSvc = (DWORD) GetModuleHandleA("EhSvc.dll");
           Sleep(1000);
      }    while(!hEhSvc);
      if ( hEhSvc > 0 )
      {

                  BYTE cRetn     [] = { 0xC3 };
                  BYTE cJe       [] = { 0x74 };
                  BYTE cAddeax   [] = { 0x03,0xD2 };
                  BYTE cMoveax   [] = { 0xB8,0x00,0x00,0x00,0x00 };

                  MemWrite((void*)(hEhSvc+Findet ihr schon),cRetn,1);
                  MemWrite((void*)(hEhSvc+0x000A048),cJe,1);
                  MemWrite((void*)(hEhSvc+0x009A520),cAddeax,2);
                  MemWrite((void*)(hEhSvc+0x0097F6F),cMoveax,5);

   }
}


Credits: SilentChris

The magic addy: 0x7C139
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Old 09/19/2012, 22:58   #336
 
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D3D9MENU

Code:
#ifndef _D3DMENU_H
#define _D3DMENU_H
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include "D3DFont.h"
#include <d3dx9.h>

#ifndef D3DFONT_RIGHT
#define D3DFONT_RIGHT		0x0008
#endif

#define 	MENUMAXITEMS	100
#define 	MENUFOLDER		1
#define 	MENUTEXT		2
#define 	MENUITEM		3
#define		MENUCAT			4

typedef struct {
  int  typ;		
  char *txt;	
  char **opt;	
  int  *var;	  
  int  maxvalue;
} tMENU;

class D3D9Menu
{
public:
	D3D9Menu(char *Title = 0)
	{
		Mtitle=Title;	 
		Mpos=0;			
		Mmax=0;		
		Mxofs =150.0f;	
		Mysize=15.0f;	
		Mvisible=1;		
		MENU=(tMENU **)malloc(4*MENUMAXITEMS);
		for (int i=0; i<MENUMAXITEMS; i++) MENU[i]=(tMENU *)malloc(sizeof(tMENU));
	}
	~D3D9Menu() {
		for (int i=0; i<MENUMAXITEMS; i++) free(MENU[i]);
		free(MENU);
	}

	int		Mmax;
	tMENU		**MENU;
	void AddItem(char *txt, char **opt, int *var, int maxvalue);
	void AddFolder(char *txt, char **opt, int *var, int maxvalue);
	void AddCategory(char *txt, char **opt, int *var, int maxvalue);
	void MenuShow(float x, float y,	ID3DXFont*  pFont1, LPDIRECT3DDEVICE9 pDevice);
	void AddText(char *txt, char *opt="");
	void MenuNav(void);
    void DrawRectangle(LPDIRECT3DDEVICE9 pDevice,int x, int y, int w, int h, int s, DWORD Color);
    void Boarders(LPDIRECT3DDEVICE9 pDevice,ID3DXFont* pFont);
    void DrawBox(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, D3DCOLOR Color);
	void DrawTextR(int x,int y,DWORD color,char *text, ID3DXFont*  pFont1);
	void DrawTextL(int x,int y,DWORD color,char *text, ID3DXFont*  pFont1);
	void DrawTextC(int x,int y,DWORD color,char *text, ID3DXFont*  pFont1);

private:
	
	char	*Mtitle;
	int 	Mpos;
	float	Mxofs;	  
	float	Mysize;	 
	int		Mvisible;
	int		YPOS;
};

#endif
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Old 09/19/2012, 23:27   #337
 
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Quote:
int discomap=0;

if(discomap==1)
{

for(int i=0;
{
if(i==0){
pDevice->SetRenderState(D3DRS_AMBIENT,RED);
i++;
Sleep(5);
}

if(i==1){
pDevice->SetRenderState(D3DRS_AMBIENT,BLUE);
i++;
Sleep(5);
}

if(i==2){
pDevice->SetRenderState(D3DRS_AMBIENT,RED);
i=0;
Sleep(5);
}
}
ALso wen ichs machen würde dan so
int DM = 0;
bool DM1 = 0;
bool DM2 = 0;
bool DM3 = 0;

If Dm = 1;
{
DM1 = 1;

if DM1 = 1;
{
....
DM1 = 0;
DM2 = 1;
}
If DM2 ...
...

Es gibt natürlich noch einige andre möglichkeiten. Aber die müste wen ich mich nicht teusche gehen :S
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Old 09/20/2012, 11:18   #338
 
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Wegen dem HS Bypass - Der Bezeichner MemWrite muss wohin?
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Old 09/20/2012, 18:43   #339
 
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Arrow

Quote:
Originally Posted by Deztroya View Post
Wegen dem HS Bypass - Der Bezeichner MemWrite muss wohin?
HS Bypass wurde heute patched


Memwrite wie wohin einfach einfügen egal wohing hauptsache defenieren
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Old 09/21/2012, 16:17   #340
 
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Code:
//		Side Notes, do not copy this!
//		Just define them as Functions !!!
//	CreatePacket
0x007B2630 ( int packetAddress, int operationCode );

//	AddBlock
0x007B2800 ( int packetAddress, char* newBlock, 1 );

//	FinalizePacket
0x007B2760 ( int packetAddress );

//	GetPacket
0x007D1032 ( );

//	SendPacket
0x004D758A ( DWORD packetAddress, DWORD length );

//		Side Notes ended here!


DWORD packetPointer = *(DWORD*)0x0; // Change this
DWORD packetAddress = *(DWORD*)(*(DWORD*)(packetAddress + 4) + 0x57CC);
CreatePacket(packetAddress, 13337);
AddBlock(packetAddress, "Something", 1);
AddBlock(packetAddress, "Keep_trolling", 1);
FinalizePacket(packetAddress);
DWORD packetLength = GetPacket();
return (DWORD)SendPacket(packetAddress, packetLength) != 0; // returns 0 if success
Would send a Packet (13337) with Blocks "Something" and "Keep_trolling" to the (Game) Server.
This was just comming out of my brain so its possible that its not correct at all.
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Old 09/22/2012, 00:24   #341
 
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Quote:
int discomap=0;

if(discomap==1)
{

for(int i=0;
{
if(i==0){
pDevice->SetRenderState(D3DRS_AMBIENT,RED);
i++;
Sleep(5);
}

if(i==1){
pDevice->SetRenderState(D3DRS_AMBIENT,BLUE);
i++;
Sleep(5);
}

if(i==2){
pDevice->SetRenderState(D3DRS_AMBIENT,RED);
i=0;
Sleep(5);
}
Was hast mit der Funktion vor, bevor ich meinen Bildschirm einschlage. Selbst wenn du ein Farben Spiel ins Spiel mit einbringen willst, kannst du diese Funktion nicht außerhalb von DIP aufrufen oder du machst eine extra Funktion die in die DrawIndexedPrimivite aufgerufen wird wie so:

Code:
void asdff(LP.... pDevice)
{
// Dein Schrott)
}

HER...Draw....(LP...  pDevice...)
{
....
asdff(pDevice);
Du musst den Device erstmal laden, ob mit ihm zu operieren.
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Old 09/22/2012, 11:49   #342
 
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Arrow

Quote:
Originally Posted by Willi35 View Post
Was hast mit der Funktion vor, bevor ich meinen Bildschirm einschlage. Selbst wenn du ein Farben Spiel ins Spiel mit einbringen willst, kannst du diese Funktion nicht außerhalb von DIP aufrufen oder du machst eine extra Funktion die in die DrawIndexedPrimivite aufgerufen wird wie so:

Code:
void asdff(LP.... pDevice)
{
// Dein Schrott)
}

HER...Draw....(LP...  pDevice...)
{
....
asdff(pDevice);
Du musst den Device erstmal laden, ob mit ihm zu operieren.
Hab ich schon vorher gehabt.. Die funktion ist eh just4Fun!!
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Old 09/22/2012, 12:36   #343
 
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This bypass don't working
Code:
void  MemWrite ( void* pxAddress, BYTE *code, int size )
{
    unsigned long Protection;
    VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
    memcpy((void*)pxAddress, (const void*)code, size);
    VirtualProtect((void*)pxAddress, size, Protection, 0);
}
DWORD WINAPI Bypass()
{
DWORD HSEhsvc = 0;
do{
HSEhsvc = (DWORD)GetModuleHandleA("Ehsvc.dll");
Sleep(300);
}while(!HSEhsvc);
 MemWrite((LPVOID)(HSEhsvc+0x007C139),(PBYTE)"\xC3",1);					//hscallback1
 MemWrite((LPVOID)(HSEhsvc+0x000A048),(PBYTE)"\x74\x15",1);					//hscallback2
 MemWrite((LPVOID)(HSEhsvc+0x009A520),(PBYTE)"\x03\xD2",2);				//nanoscan1
 MemWrite((LPVOID)(HSEhsvc+0x0097F6F),(PBYTE)"\xB8\x00\x00\x00\x00",5); //nanoscan2
 
 return 1;
}
when select the game mode is Crash ;/

@Req
Working Bypass .
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Old 09/22/2012, 12:40   #344
 
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Quote:
Originally Posted by XhakerX View Post
This bypass don't working
Code:
"\x74\x15",1);
.


---

btw check addys.
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Old 09/22/2012, 12:45   #345
 
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"cHelpers->MemoryEditx((void *)(hEhSvc + 0xA048), (void *)"\x74\x15", 2);"
This is ΣLΣXTrO code.
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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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