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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 10/14/2012, 19:29   #436
 
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1. könnte einem hier auffallen, dass alle werte einen gemeinsamen teiler haben:
Code:
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;
2. Wer ist NiNjAˆˆ ?
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Old 10/14/2012, 20:27   #437
 
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Quote:
Originally Posted by NikM View Post
1. könnte einem hier auffallen, dass alle werte einen gemeinsamen teiler haben:
Code:
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;
2. Wer ist NiNjAˆˆ ?
1. Das ist der **** von seite eins.
2. Der autor der smooth superjumps ohne
(Player+z )= (player+z )+50 bla
Nach meines wissens zumindest
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Old 10/15/2012, 06:10   #438
 
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Question
Why allway when i'm change Address on Server Poiner i get crashes always when i'm selecting server to connect but with address from 2011 if connected with out crashes but hack not work
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Old 10/15/2012, 15:48   #439
 
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Search TelaportToBomb: Khali, Cadoro itc.
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Old 10/15/2012, 16:02   #440
 
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Quote:
Originally Posted by Spe@ker View Post
Search TelaportToBomb: Khali, Cadoro itc.
Extra für dich gemacht

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Old 10/15/2012, 16:44   #441
 
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@UP Thanks and search:
-karaqum
-beringia
-artifact
-decay
-dotonbori
-biolab
-kharif
-bazaar
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Old 10/15/2012, 18:27   #442
 
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Quote:
Originally Posted by Spe@ker View Post
@UP Thanks and search:
-karaqum
-beringia
-artifact
-decay
-dotonbori
-biolab
-kharif
-bazaar


Teleport

MapA = Bomba A
MapB = Bomba B


////////////////////////////////////////////////////
if(DotonboriA)
{
*(float*)(PlayerP + OFS_X) = 5745.638184;
*(float*)(PlayerP + OFS_Y) = 8136.030273;
*(float*)(PlayerP + OFS_Z) = 193.862152;
}
/////////////////////////////////////////////////////
if(DotonboriB)
{
*(float*)(PlayerP + OFS_X) = 4643.898926;
*(float*)(PlayerP + OFS_Y) = 5909.547852;
*(float*)(PlayerP + OFS_Z) = 204.022903;
}
/////////////////////////////////////////////////////
if(ArtifactA)
{
*(float*)(PlayerP + OFS_X) = 2976.223633;
*(float*)(PlayerP + OFS_Y) = 3182.355469;
*(float*)(PlayerP + OFS_Z) = -3.568463;
}
/////////////////////////////////////////////////////
if(ArtifactB)
{
*(float*)(PlayerP + OFS_X) = 2450.996338;
*(float*)(PlayerP + OFS_Y) = 3358.174072;
*(float*)(PlayerP + OFS_Z) = 128.944641;
}
/////////////////////////////////////////////////////
if(BeringiaA)
{
*(float*)(PlayerP + OFS_X) = 4065.145996;
*(float*)(PlayerP + OFS_Y) = 3789.231201;
*(float*)(PlayerP + OFS_Z) = 554.373230;
}
/////////////////////////////////////////////////////
if(BeringiaB)
{
*(float*)(PlayerP + OFS_X) = 3061.874756;
*(float*)(PlayerP + OFS_Y) = 3644.541504;
*(float*)(PlayerP + OFS_Z) = 410.848785;
}
/////////////////////////////////////////////////////
if(KaraqumA)
{
*(float*)(PlayerP + OFS_X) = 2410.851074;
*(float*)(PlayerP + OFS_Y) = 3254.205322;
*(float*)(PlayerP + OFS_Z) = 1434.785034;
}
/////////////////////////////////////////////////////
if(KaraqumB)
{
*(float*)(PlayerP + OFS_X) = 2956.465820;
*(float*)(PlayerP + OFS_Y) = 4352.144043;
*(float*)(PlayerP + OFS_Z) = 1481.444946;
}
/////////////////////////////////////////////////////
if(DecayA)
{
*(float*)(PlayerP + OFS_X) = 2678.036865;
*(float*)(PlayerP + OFS_Y) = 3512.164551;
*(float*)(PlayerP + OFS_Z) = 6.123757;
}
/////////////////////////////////////////////////////
if(DecayB)
{
*(float*)(PlayerP + OFS_X) = 3654.477051;
*(float*)(PlayerP + OFS_Y) = 2941.200195;
*(float*)(PlayerP + OFS_Z) = 129.354630;
}
////////////////////////////////////////////////////
if(KharifA)
{
*(float*)(PlayerP + OFS_X) = 3485.299561;
*(float*)(PlayerP + OFS_Y) = 2559.907471;
*(float*)(PlayerP + OFS_Z) = 60.065090;
}
/////////////////////////////////////////////////////
if(KharifB)
{
*(float*)(PlayerP + OFS_X) = 3626.585449;
*(float*)(PlayerP + OFS_Y) = 3558.977295;
*(float*)(PlayerP + OFS_Z) = 77.373833;
}
////////////////////////////////////////////////////
if(BioLabA)
{
*(float*)(PlayerP + OFS_X) = 3567.668213;
*(float*)(PlayerP + OFS_Y) = 4150.414551;
*(float*)(PlayerP + OFS_Z) = 325.751678;
}
/////////////////////////////////////////////////////
if(BioLabB)
{
*(float*)(PlayerP + OFS_X) = 3454.004150;
*(float*)(PlayerP + OFS_Y) = 4632.306641;
*(float*)(PlayerP + OFS_Z) = 325.397125;
}
////////////////////////////////////////////////////

Credit - Position:
Hepe2567
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Old 10/15/2012, 18:55   #443
 
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#request
Bullets Source
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Old 10/15/2012, 19:21   #444
 
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#Request
Bypass
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Old 10/15/2012, 19:55   #445
 
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Quote:
Originally Posted by fas19o View Post
#Request
Bypass
You must look for the new check they added, it's server sided as far as I've heard
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Old 10/16/2012, 12:26   #446
 
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request@
Hook
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Old 10/16/2012, 23:07   #447
 
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#Request

Struct CLocal


AimBot = Crash
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
};
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Old 10/17/2012, 02:04   #448
 
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Request ESP
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Old 10/17/2012, 09:04   #449
 
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Quote:
Originally Posted by alfmkwndk View Post
#Request

Struct CLocal


AimBot = Crash
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
};
The struct is right, check your aimbot code for crash problems.
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Old 10/18/2012, 10:49   #450
 
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Visual Standing By iKito
Code:
#define ADR_VisualStanding 0x895FC8

	if(cWeapon.Ch_NoWeaponGravtiy==1)
		{
           SetDouble((ADR_VisualStanding),0);
        }else{
		   SetDouble((ADR_VisualStanding),8);
		}
Waht Function Does: U Will Always Stand If ur Prone all guy will see u proning but 4 u the view is same as u would stand
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