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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
01/14/2013, 16:53
#631
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Quote:
Originally Posted by
ignorehax
UPS@
Where to set the Speed's here?
Just go back a few pages and look it up right there.
01/14/2013, 18:23
#632
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01/14/2013, 18:29
#633
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Quote:
Originally Posted by
ignorehax
You don't even know how to copy and paste code? xD
01/14/2013, 18:44
#634
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The code which is a few pages ago does not work
And in the code I do not know how to set the speed bar, you could add to that Speed's value of 2, 5, 10 and 15 times higher?
01/14/2013, 18:53
#635
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Please do me a favor and never post again in this topic.
01/14/2013, 19:40
#636
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Quote:
Originally Posted by
ignorehax
I will write until I get Source Code
You already got!
You aren't able to copy and paste xD
and dont be so angry to us, dude.
01/14/2013, 20:13
#637
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Quote:
Originally Posted by
ignorehax
I will write until I get Source Code
Here u have a fully working source i just coded 4 you like 1minute ago :
Now u got ur speed hack
. Now Pls stop asking stupid question
. just stop asking questions
01/15/2013, 07:18
#638
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Quote:
Originally Posted by
Angel-Piece
Here u have a fully working source i just coded 4 you like 1minute ago :
Now u got ur speed hack
. Now Pls stop asking stupid question
. just stop asking questions
Wieso machst du die nicht mit Offset?
So Crash auf 32bit
MFG
EXO
01/15/2013, 16:48
#639
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Quote:
Originally Posted by
~ExoduS~*
Wieso machst du die nicht mit Offset?
So Crash auf 32bit
MFG
EXO
in Meine Hack mach ichs Per OFS. Für so ein Kleinen N00b sollte dieser source aber reichen
mfg angel
01/16/2013, 21:04
#640
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Quote:
Originally Posted by
Angel-Piece
Here u have a fully working source i just coded 4 you like 1minute ago :
Now u got ur speed hack
. Now Pls stop asking stupid question
. just stop asking questions
What about proper credits to Unknown PK?
#Learntocode he said
01/16/2013, 21:38
#641
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request ByPass!!
01/17/2013, 16:00
#642
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ESP 3D Boxes
Code:
void Draw3DBox(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );
D3DXMatrixTranslation(&ObjWorldMatrices, Pos.x, Pos.y, Pos.z);
pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pDevice->SetRenderState( D3DRS_FOGENABLE, false );
pBoxMesh->DrawSubset(0);
pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void SetupMatrices(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
float x=Pos.x,y=Pos.y,z=Pos.z,r=D3DX_PI/2.0;
float world=5.0f;
D3DXMATRIX matWorld;
D3DXMATRIX matTemp;
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matWorld, float x, float y, float z );
D3DXMATRIX* D3DXMatrixRotationY( D3DXMATRIX &matTemp, float r );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matTemp, float x, float y, float z );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
pDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
D3DXCreateBox( pDevice,15,38,15, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed , sizeof(bRed) , &fRed );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue , sizeof(bBlue) , &fBlue );
LPDIRECT3DTEXTURE9 fRed = NULL;
LPDIRECT3DTEXTURE9 fBlue = NULL;
const BYTE bRed[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00};
const BYTE bBlue[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00};
if( cEsp.CH_BoxEsp3D)
{
Draw3DBox(PlayerView,pDevice);
}
Credits:
s0beit
Kazbah
01/17/2013, 19:11
#643
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Quote:
Originally Posted by
Zyzz__
ESP 3D Boxes
Code:
void Draw3DBox(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
//pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
//pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );
D3DXMatrixTranslation(&ObjWorldMatrices, Pos.x, Pos.y, Pos.z);
pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pDevice->SetRenderState( D3DRS_FOGENABLE, false );
pBoxMesh->DrawSubset(0);
pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void SetupMatrices(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
float x=Pos.x,y=Pos.y,z=Pos.z,r=D3DX_PI/2.0;
float world=5.0f;
D3DXMATRIX matWorld;
D3DXMATRIX matTemp;
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matWorld, float x, float y, float z );
D3DXMATRIX* D3DXMatrixRotationY( D3DXMATRIX &matTemp, float r );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matTemp, float x, float y, float z );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
pDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
D3DXCreateBox( pDevice,15,38,15, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed , sizeof(bRed) , &fRed );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue , sizeof(bBlue) , &fBlue );
LPDIRECT3DTEXTURE9 fRed = NULL;
LPDIRECT3DTEXTURE9 fBlue = NULL;
const BYTE bRed[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00};
const BYTE bBlue[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00};
if( cEsp.CH_BoxEsp3D)
{
Draw3DBox(PlayerView,pDevice);
}
Credits:
s0beit
Kazbah
ehmm warum hast du dich im credits?
die souce ist Public.
1.in Bubble Base
2. kannst hier gucken
01/17/2013, 22:20
#644
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Bau die von crossfire halt ein dann wirste sehn was ich gemacht hab
01/21/2013, 17:40
#645
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Zerodelay :
Code:
#define Ofs_NoDelay 0x10410
if ( ZeroDelay )
{
*(DWORD *)(dwPlayerPtr + Ofs_NoDelay) |= (1 << 10);
}
credits: __underscore
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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