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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
01/23/2013, 18:20
#646
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This is way better than the ****** addie of FastStuff ..
Code:
ADR_QuickPlantTime 0x00906CC4
ADR_QuickDefuseTime 0x0089A7B0
template <typename T>VOID __Functions( void *Addie , T Vaule )
{
MemWrite((void*)Addie,(BYTE*)&Vaule,sizeof ( T ) );
}
if (QuickDefuseTime==1)
{
__Functions<float>((void*)ADR_QuickDefuseTime , 0.1f);
}
else
{
__Functions<float>((void*)ADR_QuickDefuseTime , 7.0f);
}
if (RedLine.rPlayer.QuickPlantTime==1)
{
if(QPlant == false)
{
__Functions<float>((void*)ADR_QuickPlantTime , 0.1f);
QPlant = true;
}
}
else
{
if(QPlant == true)
{
__Functions<float>((void*)ADR_QuickPlantTime , 4.0f);
QPlant = false;
}
}
Credits :
R3d_L!n3
01/23/2013, 18:32
#647
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There should be a new rule on this topic requiring proper indentation.
01/23/2013, 20:46
#648
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Quote:
Originally Posted by
__underScore
There should be a new rule on this topic requiring proper indentation.
verlesen like a baus .__.
01/23/2013, 20:49
#649
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Quote:
Originally Posted by
xxfabbelxx
...
Die Rede war von ordentlicher Einrückung bzw. Formatierung.
01/24/2013, 21:09
#650
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Screen:
Download + Epvp Injector:
Virustotal:
Credits:
Hans
ntKid
Keine Credits zu mir!
01/26/2013, 07:48
#651
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Detected hook.
Quote:
Originally Posted by
BlackLegend™#
Screen:
Download + Epvp Injector:
Virustotal:
Credits:
Hans
ntKid
Keine Credits zu mir!
Detected hook.
01/26/2013, 08:34
#652
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Any idea for that?
01/26/2013, 09:40
#653
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Quote:
Originally Posted by
Lazl07
Any idea for that?
Don't get confused with __stdcall and __cdecl. Also you should compile using /MT (see "Command Line Options" in Visual Studio).
01/26/2013, 11:07
#654
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Quote:
Originally Posted by
Infern017
Detected hook.
Detected hook.
öhm vtble is detected einfach über funk machen...
01/26/2013, 11:15
#655
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Code:
void ESP(LPDIRECT3DDEVICE9 pDevice)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
if ( dwPlayerPtr != 0 )
{
for (INT MaxPlayer = 0; MaxPlayer < 32; MaxPlayer++)
{
CPlayerInfo *pInfo = GetGlobalInfo(MaxPlayer);
CPlayer* pPlayer = p_Player->pGlobal[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(A3sp0n0ff)
{
if ( pInfo->HEALTH > 0 )
{
if ( N4m33sp )
{
char chTeam[100];
wsprintf(chTeam,"Name : %s",GetGlobalInfo(MaxPlayer)->NAME);
if(GetGlobalInfo(GetLocalInfo())->TEAM != GetGlobalInfo(MaxPlayer)->TEAM)
Bl4ck->DrawTextR(EspView.x,(EspView.y),aRed,chTeam,pFont);
else
Bl4ck->DrawTextR(EspView.x,(EspView.y),aGreen,chTeam,pFont);
EspView.y += 12;
}
}
}
}
}}}
When it counting back from 10 and i press OK ingame the game stopped working any idea why?
01/26/2013, 11:46
#656
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Quote:
Originally Posted by
~ExoduS~*
öhm vtble is detected einfach über funk machen...
Die VMT (Virtual Method Table) kann nicht "detected" werden, da sie die Grundlage von Vererbung in Klassen bildet. Über die VMT kann man die Adressen der virtuellen Methoden (möglicherweise also überschriebenen) dynamischer Typen bekommen. Ein solcher dynamischer Typ ist zum Beispiel eine jede Implementation der Klasse IDirect3DDevice9.
Wenn man sich deinen Post also noch einmal anschaut, merkt man, dass er keinen Sinn macht.
---
Quote:
Originally Posted by
Lazl07
When it counting back from 10 and i press OK ingame the game stopped working any idea why?
Now tell us what the context between "counting back from 10" and the given source code actually is.
01/26/2013, 11:50
#657
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Quote:
Originally Posted by
__underScore
Die VMT (Virtual Method Table) kann nicht "detected" werden, da sie die Grundlage von Vererbung in Klassen bildet. Über die VMT kann man die Adressen der virtuellen Methoden (möglicherweise also überschriebenen) dynamischer Typen bekommen. Ein solcher dynamischer Typ ist zum Beispiel eine jede Implementation der Klasse IDirect3DDevice9.
Wenn man sich deinen Post also noch einmal anschaut, merkt man, dass er keinen Sinn macht.
---
Now tell us what the context between "counting back from 10" and the given source code actually is.
I mean the ingame spawntime.
01/26/2013, 12:03
#658
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Quote:
Originally Posted by
Lazl07
I mean the ingame spawntime.
Just set log between eatch step you do then u find the wrong part of ur source
01/26/2013, 12:28
#659
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Quote:
Originally Posted by
~ExoduS~*
öhm vtble is detected einfach über funk machen...
Remove only:
Code:
pAdpDrawIndexedPrimitive = (HRESULT(__stdcall*)(ULONG,D3DDDIARG_DRAWINDEXEDPRIMITIVE*))\
DetourFunction((PBYTE)_this->AdapterFuncs[AdpDrawIndexedPrimitive],(PBYTE)myAdpDrawIndexedPrimitive);
and
Code:
if(pAdpDrawIndexedPrimitive)
DetourRemove((PBYTE)pAdpDrawIndexedPrimitive,(PBYTE)myAdpDrawIndexedPrimitive);
01/26/2013, 13:12
#660
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Quote:
Originally Posted by
Spe@ker
Remove only:
Code:
pAdpDrawIndexedPrimitive = (HRESULT(__stdcall*)(ULONG,D3DDDIARG_DRAWINDEXEDPRIMITIVE*))\
DetourFunction((PBYTE)_this->AdapterFuncs[AdpDrawIndexedPrimitive],(PBYTE)myAdpDrawIndexedPrimitive);
and
Code:
if(pAdpDrawIndexedPrimitive)
DetourRemove((PBYTE)pAdpDrawIndexedPrimitive,(PBYTE)myAdpDrawIndexedPrimitive);
I not use this base
I told hem how to fixx it xD
kann mir einer tipp geben wie ich items scroll mache oder itemscroll source requesten?
könnte mir jemand auch sagen warum die funktion nicht plant also wieso geht die nicht auto oO
Code:
if ( AutoPlant )
{
*(INT*)(PlayerCheck+Offset_Weaponstate) = *(INT*)(Offset_WeaponStateShot);
*(DWORD*) (PlayerCheck+Offset_AutoPlant) = 1;
}
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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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