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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 10/10/2012, 15:53   #421
 
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@UP Premium is no patched WriteMem ;]
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Old 10/10/2012, 19:11   #422
 
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Quote:
Originally Posted by ignorehax View Post
Give struct to OPK


EDIT@
Does anyone have the code on MemWrite?
"MemWrite" usually is something like this:
Code:
template<typename T> 
inline void writeMemory(const T *ptr, const T value) 
{ 
  *ptr = value; 
}
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Old 10/10/2012, 23:51   #423
 
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Quote:
if (STW){
if(GetAsyncKeyState(VK_LBUTTON))
{
STWP.Patch();
}
else
{
STWP.Restore();
}
}
MEMwrite <float> STWP (0x8585E4 ,999);

Help
Quote:
1>c:\documents and settings\leonardo\escritorio\hepe\update\xHack.h(5 72) : error C2065: 'STW' : identificador no declarado
1>c:\documents and settings\leonardo\escritorio\hepe\update\xHack.h(5 75) : error C2065: 'STWP' : identificador no declarado
1>c:\documents and settings\leonardo\escritorio\hepe\update\xHack.h(5 75) : error C2228: el operando izquierdo de '.Patch' debe tener class/struct/union
1> el tipo es ''unknown-type''
1>c:\documents and settings\leonardo\escritorio\hepe\update\xHack.h(5 79) : error C2065: 'STWP' : identificador no declarado
1>c:\documents and settings\leonardo\escritorio\hepe\update\xHack.h(5 79) : error C2228: el operando izquierdo de '.Restore' debe tener class/struct/union
1> el tipo es ''unknown-type''
1>c:\documents and settings\leonardo\escritorio\hepe\update\xHack.h(5 82) : error C2065: 'MEMPach' : identificador no declarado
1>c:\documents and settings\leonardo\escritorio\hepe\update\xHack.h(5 82) : error C2062: tipo 'float' inesperado
1>Generando código...
1>El registro de compilación se guardó en el "file://c:\Documents and Settings\Leonardo\Escritorio\Hepe\Update\Release\B uildLog.htm"
1>Eagl3 Base - 7 errores, 0 advertencias
========== Volver a generar todo: 0 correctos, 1 incorrectos, 0 omitidos ==========
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Old 10/11/2012, 00:44   #424
 
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#request Zombie OPK . . .
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Old 10/11/2012, 03:23   #425
 
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Quote:
Originally Posted by -Marekiarox- View Post
#request Zombie OPK . . .
Player OPK,
Zombie OPK, Light House, BlinBullet, Broken Sunset
Telekill
KillUsero
NoZombies


Zombie OPK


void OPK ()
{
DWORD Player = *(DWORD*)ADR_PLAYERBASE;
if(Player != 0)
{
if (g_pBase->pLocal)
{


if (OPK1) /*Light House*/
{
for(int i = 4; i < 32; i++)
{
CPlayer* pPlayer = g_pBase->pGlobal[i];
pPlayer->PosX=2913.916992; // 17;
pPlayer->PosY=16.915274;//3318.81;
pPlayer->PosZ=2904.958008;//3148.48;
}
}
if (OPK2) /*BlinBullet*/
{
for(int i = 4; i < 32; i++)
{
CPlayer* pPlayer = g_pBase->pGlobal[i];
pPlayer->PosX = 3821.325928;//201.859665;
pPlayer->PosY = 104.730675;//4202.328125
pPlayer->PosZ = 4235.936523;//4165.146973
}
}
if (OPK3) /*Broken Sunset*/
{
for(int i = 4; i < 32; i++)
{
CPlayer* pPlayer = g_pBase->pGlobal[i];
pPlayer->PosX=3265.239746;
pPlayer->PosY=485.287415;
pPlayer->PosZ=3432.360840;
}
}
if (Telekill)
{
INT i;
for(i = 0; i < 32; i++)
{
CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
CPlayer* pPlayer = g_pBase->pGlobal[i];
if(pInfo && pPlayer)
{
CPlayerInfo *pLocalInfo = GetPlayerInfoByIndex(g_pBase->pLocal->index);
if( pInfo->team != pLocalInfo->team )
{
if( pInfo->health != 0 )
{
g_pBase->pLocal->PosX = pPlayer->PosX;
g_pBase->pLocal->PosY = pPlayer->PosY;
g_pBase->pLocal->PosZ = pPlayer->PosZ;
}
}//PositionX
}
}
}
if (KillUsero) /*Player OPK*/
{
INT i;
for(i = 0; i < 32; i++)
{
CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
CPlayer* pPlayer = g_pBase->pGlobal[i];
if(pInfo && pPlayer)
{
CPlayerInfo *pLocalInfo = GetPlayerInfoByIndex(g_pBase->pLocal->index);
if( pInfo->team != pLocalInfo->team )
{
if( pInfo->health != 0 )
{
pPlayer->PosX = g_pBase->pLocal->PosX;
pPlayer->PosY = g_pBase->pLocal->PosY;
pPlayer->PosZ = g_pBase->pLocal->PosZ;
}
}
}
}
}
if (OPK7){/*No Zombie*/
for (int i = 4; i < 32; i++){
CPlayerInfo *pInfo = GetGlobalInfo(i);
CPlayer* pPlayer = g_pBase->pGlobal[i];
if (pInfo && pPlayer){
CPlayerInfo *pLocalInfo = GetGlobalInfo(g_pBase->pLocal->index);
if (pInfo->team != pLocalInfo->team){
if (pInfo->health > 0){
CPlayer* pPlayer = g_pBase->pGlobal[i];
pPlayer->PosX = 0;
pPlayer->PosY = 0;
pPlayer->PosZ = 0;
}}}}
}
if (OPK6) /*Player OPK*/
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayer = g_pBase->pGlobal[i];
pPlayer->PosX=0.0F;
Sleep(0);
pPlayer->PosY=0.0F;
Sleep(0);
pPlayer->PosZ=0.0F;
Sleep(0);
}
}
}
}
}
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Old 10/11/2012, 16:34   #426
 
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What? g_pBase??
Code:
void OPK () 
 {
 DWORD Player = *(DWORD*)ADR_PLAYERBASE;
 if(Player != 0)
 {
 if (g_pBase->pLocal) 
 {
This is struct? Can anyone give me the struct g_pBase?
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Old 10/11/2012, 18:37   #427
 
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Quote:
Originally Posted by ignorehax View Post
What? g_pBase??
Code:
void OPK () 
 {
 DWORD Player = *(DWORD*)ADR_PLAYERBASE;
 if(Player != 0)
 {
 if (g_pBase->pLocal) 
 {
This is struct? Can anyone give me the struct g_pBase?
#define ADR_PLAYERBASE 0x00A3C498

CBase *g_pBase = (CBase*) ADR_PLAYERBASE;


// Struct Update Credit: Hepe2567 - Burner
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 Hepe4[144];//0x10118
float Pitch;//0x101A8
char Hepe5[24];//0x101AC
float Yaw;//0x101C4
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[-15654];//0x101F2
BYTE PlayerState;//0xC4CC
char Hepe9[15899];//0xC4CD
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 Hepe14[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char Hepe15[14];//0x10378
DWORD AutoShot;//0x10386
char Hepe16[106];//0x1038A
float NoM134Idle;//0x103F4
};


struct CBase
{
CPlayer* local;
char* Hepe2567[1199116]
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
};


struct CVehicle
{
char* Hepe2567[10731572]
float Pitch;//0xA3C034
float Yaw;//0xA3C038
};
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Old 10/11/2012, 20:06   #428
 
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#request
NoDelay\RapidFire . . .
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Old 10/11/2012, 20:13   #429
 
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Quote:
Originally Posted by -Marekiarox- View Post
#request
NoDelay\RapidFire . . .
Have a look at the pointers and offsets thread
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Old 10/13/2012, 10:22   #430
 
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#request
Source NoDelay !
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Old 10/13/2012, 10:51   #431
 
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value -1 and addys weaponshot+weaponstate+nodelay
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Old 10/14/2012, 17:36   #432
 
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#request
Source NoWater
Source SuperJump
Source AutoVoteKick
Source UnlimitatedAmmo NO CRASH.
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Old 10/14/2012, 17:48   #433
 
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Smile

Quote:
Originally Posted by -Marekiarox- View Post
#request
Source NoWater
Source SuperJump
Source AutoVoteKick
Source UnlimitatedAmmo NO CRASH.
Nowater
Code:
nowater addy = 0
nowater2 addy = 0
Superjump
Code:
if(SuperJump !=0)
{
if(GetAsyncKeyState(VK_CONTROL)&1)
{
switch(SuperJump)
{
case 1:*(float*)(Player+OFS_Z) = 500;break;
case 2:*(float*)(Player+OFS_Z) = 1000;break;
case 3:*(float*)(Player+OFS_Z) = 1500;break;
case 4:*(float*)(Player+OFS_Z) = 2000;break;
case 5:*(float*)(Player+OFS_Z) = 2500;break;
case 6:*(float*)(Player+OFS_Z) = 3000;break;
case 7:*(float*)(Player+OFS_Z) = 3500;break;
case 8:*(float*)(Player+OFS_Z) = 4000;break;
case 9:*(float*)(Player+OFS_Z) = 4500;break;
case 10:*(float*)(Player+OFS_Z) = 5000;
}}}
or
Code:
*(float*)(Player+OFS_Z) += 65; // Credits to NiNjAˆˆ
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Old 10/14/2012, 18:56   #434
 
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Quote:
Originally Posted by .FamousBrothers View Post
Nowater
Code:
nowater addy = 0
nowater2 addy = 0
Superjump
Code:
if(SuperJump !=0)
{
if(GetAsyncKeyState(VK_CONTROL)&1)
{
switch(SuperJump)
{
case 1:*(float*)(Player+OFS_Z) = 500;break;
case 2:*(float*)(Player+OFS_Z) = 1000;break;
case 3:*(float*)(Player+OFS_Z) = 1500;break;
case 4:*(float*)(Player+OFS_Z) = 2000;break;
case 5:*(float*)(Player+OFS_Z) = 2500;break;
case 6:*(float*)(Player+OFS_Z) = 3000;break;
case 7:*(float*)(Player+OFS_Z) = 3500;break;
case 8:*(float*)(Player+OFS_Z) = 4000;break;
case 9:*(float*)(Player+OFS_Z) = 4500;break;
case 10:*(float*)(Player+OFS_Z) = 5000;
}}}
or
Code:
*(float*)(Player+OFS_Z) += 65; // Credits to NiNjAˆˆ
Ist das dein Ernst?
Nehm es rauß bevor jeder das sieht ist ja schon peinlich.....
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Old 10/14/2012, 19:21   #435
 
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Quote:
Originally Posted by BlackLegend™# View Post
Ist das dein Ernst?
Nehm es rauß bevor jeder das sieht ist ja schon peinlich.....
was soll dran peinlich sein?
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Closed Thread


Similar Threads Similar Threads
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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