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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
03/14/2013, 09:06
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#811
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Quote:
Originally Posted by .χανє
Code:
#define ADR_ARTILLERY1 0x004E8C67
#define ADR_ARTILLERY2 0x004E8EC9
#define ADR_ARTILLERY3 0x005822CC
#define ADR_ARTILLERY4 0x0056616B
WriteMem((void *)ADR_ARTILLERY1, (byte *)"\x90\x90", 2);
WriteMem((void *)ADR_ARTILLERY2, (byte *)"\x90\x90", 2);
if(GetAsyncKeyState(VK_SPACE)&1)
{
WriteMem((void *)ADR_ARTILLERY3, (byte *)"\xEB", 1);
WriteMem((void *)ADR_ARTILLERY4, (byte *)"\x90\x90\x90\x90\x90\x90", 6);
}else{
WriteMem((void *)ADR_ARTILLERY3,(byte *)"\x75",1);
WriteMem((void *)ADR_ARTILLERY4,(byte *)"\x0F\x85\x87\x02\x00\x00",6);
}
Have Fun leeching 
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Credits to R3D L!ne and me , i helped him finding 1 addy ( if i remember correctly )
Btw Tipp:
Its not smart to hardcode the offbytes
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03/14/2013, 14:07
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#812
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Quote:
Originally Posted by Cyno™
Credits to R3D L!ne and me , i helped him finding 1 addy ( if i remember correctly )
Btw Tipp:
Its not smart to hardcode the offbytes
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I made it with 4 Addys 1-2 Are Public
3-4 i found with WordData.lua
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03/14/2013, 16:09
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#813
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Quote:
Originally Posted by .χανє
I made it with 4 Addys 1-2 Are Public
3-4 i found with WordData.lua
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Then you should give proper credits for atleast the first 2 addresses
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03/14/2013, 16:58
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#814
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Quote:
Originally Posted by .χανє
I made it with 4 Addys 1-2 Are Public
3-4 i found with WordData.lua
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LOL, artillery is to easy to code..
Nothing hard at finding any of the addies :P
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03/14/2013, 20:25
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#815
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Quote:
Originally Posted by cheatslaw
LOL, artillery is to easy to code..
Nothing hard at finding any of the addies :P
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^true
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03/17/2013, 13:59
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#816
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__very sloppy__ bone esp:
credits:
unknownPK = how to get the bones
im sure those who already do bone esp only use a few but i ended up drawing on them all lol
so please forgive me
Code:
void BoneESP( IDirect3DDevice9* m_pD3Ddevice )
{
DWORD dwPlayerPointer = *( DWORD *)ADR_PLAYERPOINTER;
if( dwPlayerPointer != NULL )
{
for(int i = 0; i < 32; i++)
{
CPlayerInfo *pInfo = GetPlayerInfo(i);
CPlayer* pPlayer = g_pBase->pGlobal[i];
if( !pPlayer || !pLocalPlayer )break;
if( pPlayer && pInfo )
{
D3DXVECTOR3 WorldLocation(g_pBase->pGlobal[i]->ViewX,g_pBase->pGlobal[i]->ViewY,g_pBase->pGlobal[i]->ViewZ);
D3DXVECTOR3 MyWorldLocation(g_pBase->pLocal->ViewX,g_pBase->pLocal->ViewY,g_pBase->pLocal->ViewZ);
D3DXVECTOR3 vRightFoot, vLeftFoot;
D3DXVECTOR3 vRightThigh, vLeftThigh;
D3DXVECTOR3 vRightCalf, vLeftCalf;
D3DXVECTOR3 vRightArm, vLeftArm;
D3DXVECTOR3 vRightToe, vLeftToe;
D3DXVECTOR3 vRightFinger, vLeftFinger;
D3DXVECTOR3 vRightHand, vLeftHand;
D3DXVECTOR3 vRightForearm, vLeftForearm;
D3DXVECTOR3 vRightUpperArm, vLeftUpperArm;
D3DXVECTOR3 vRightClavicle, vLeftClavicle;
D3DXVECTOR3 vPelvis;
D3DXVECTOR3 vNeck;
D3DXVECTOR3 vHead;
D3DXVECTOR3 vSpine, vSpine1, vSpine2;
D3DXVECTOR3 vRightFootLocation, vLeftFootLocation;
D3DXVECTOR3 vRightThighLocation, vLeftThighLocation;
D3DXVECTOR3 vRightCalfLocation, vLeftCalfLocation;
D3DXVECTOR3 vRightToeLocation, vLeftToeLocation;
D3DXVECTOR3 vRightFingerLocation, vLeftFingerLocation;
D3DXVECTOR3 vRightHandLocation, vLeftHandLocation;
D3DXVECTOR3 vRightForearmLocation, vLeftForearmLocation;
D3DXVECTOR3 vRightUpperArmLocation, vLeftUpperArmLocation;
D3DXVECTOR3 vRightClavicleLocation, vLeftClavicleLocation;
D3DXVECTOR3 vPelvisLocation, vNeckLocation, vHeadLocation;
D3DXVECTOR3 vSpineLocation, vSpine1Location, vSpine2Location;
getBone( &vLeftToe, g_pBase->pGlobal[i], "Bip01 L Toe0" );
getBone( &vRightToe, g_pBase->pGlobal[i], "Bip01 R Toe0" );
getBone( &vLeftFoot, g_pBase->pGlobal[i], "Bip01 L Foot" );
getBone( &vRightFoot, g_pBase->pGlobal[i], "Bip01 R Foot" );
getBone( &vLeftThigh, g_pBase->pGlobal[i], "Bip01 L Thigh" );
getBone( &vRightThigh, g_pBase->pGlobal[i], "Bip01 R Thigh" );
getBone( &vLeftCalf, g_pBase->pGlobal[i], "Bip01 L Calf" );
getBone( &vRightCalf, g_pBase->pGlobal[i], "Bip01 R Calf" );
getBone( &vLeftFinger, g_pBase->pGlobal[i], "Bip01 L Finger0" );
getBone( &vRightFinger, g_pBase->pGlobal[i], "Bip01 R Finger0" );
getBone( &vLeftHand, g_pBase->pGlobal[i], "Bip01 L Hand" );
getBone( &vRightHand, g_pBase->pGlobal[i], "Bip01 R Hand" );
getBone( &vLeftForearm, g_pBase->pGlobal[i], "Bip01 L ForeArm" );
getBone( &vRightForearm, g_pBase->pGlobal[i], "Bip01 R ForeArm" );
getBone( &vLeftUpperArm, g_pBase->pGlobal[i], "Bip01 L UpperArm" );
getBone( &vRightUpperArm, g_pBase->pGlobal[i], "Bip01 R UpperArm" );
getBone( &vLeftClavicle, g_pBase->pGlobal[i], "Bip01 L Clavicle" );
getBone( &vRightClavicle, g_pBase->pGlobal[i], "Bip01 R Clavicle" );
getBone( &vPelvis, g_pBase->pGlobal[i], "Bip01 Pelvis" );
getBone( &vNeck, g_pBase->pGlobal[i], "Bip01 Neck" );
getBone( &vHead, g_pBase->pGlobal[i], "Bip01 Head" );
getBone( &vSpine, g_pBase->pGlobal[i], "Bip01 Spine" );
getBone( &vSpine1, g_pBase->pGlobal[i], "Bip01 Spine1" );
getBone( &vSpine2, g_pBase->pGlobal[i], "Bip01 Spine2" );
if( GetScreenCoordFromWorld( m_pD3Ddevice, vRightFootLocation, vRightFoot ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftFootLocation, vLeftFoot ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightThighLocation, vRightThigh ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftThighLocation, vLeftThigh ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightCalfLocation, vRightCalf ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftCalfLocation, vLeftCalf ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightToeLocation, vRightToe ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftToeLocation, vLeftToe ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftFingerLocation, vLeftFinger ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightFingerLocation, vRightFinger ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightHandLocation, vRightHand ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftHandLocation, vLeftHand ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftForearmLocation, vLeftForearm ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightForearmLocation, vRightForearm ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftUpperArmLocation, vLeftUpperArm ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightUpperArmLocation, vRightUpperArm ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vLeftClavicleLocation, vLeftClavicle ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vRightClavicleLocation, vRightClavicle ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vPelvisLocation, vPelvis ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vNeckLocation, vNeck ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vHeadLocation, vHead ) &&
GetScreenCoordFromWorld( m_pD3Ddevice, vSpineLocation, vSpine ) )
{
if( pInfo->Health > 0 )
{
if(GetPlayerInfo(GetLocalInfo())->Team != GetPlayerInfo(i)->Team)
{
if(IsVisible(MyWorldLocation,WorldLocation))
{
DrawLine( m_pD3Ddevice, vRightToeLocation.x, vRightToeLocation.y, vRightFootLocation.x, vRightFootLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftToeLocation.x, vLeftToeLocation.y, vLeftFootLocation.x, vLeftFootLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightFootLocation.x, vRightFootLocation.y, vRightCalfLocation.x, vRightCalfLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightCalfLocation.x, vRightCalfLocation.y, vRightThighLocation.x, vRightThighLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftFootLocation.x, vLeftFootLocation.y, vLeftCalfLocation.x, vLeftCalfLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftCalfLocation.x, vLeftCalfLocation.y, vLeftThighLocation.x, vLeftThighLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightFingerLocation.x, vRightFingerLocation.y, vRightHandLocation.x, vRightHandLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightHandLocation.x, vRightHandLocation.y, vRightForearmLocation.x, vRightForearmLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftFingerLocation.x, vLeftFingerLocation.y, vLeftHandLocation.x, vLeftHandLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftHandLocation.x, vLeftHandLocation.y, vLeftForearmLocation.x, vLeftForearmLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftForearmLocation.x, vLeftForearmLocation.y, vLeftUpperArmLocation.x, vLeftUpperArmLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightForearmLocation.x, vRightForearmLocation.y, vRightUpperArmLocation.x, vRightUpperArmLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftUpperArmLocation.x, vLeftUpperArmLocation.y, vLeftClavicleLocation.x, vLeftClavicleLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightUpperArmLocation.x, vRightUpperArmLocation.y, vRightClavicleLocation.x, vRightClavicleLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftThighLocation.x, vLeftThighLocation.y, vPelvisLocation.x, vPelvisLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightThighLocation.x, vRightThighLocation.y, vPelvisLocation.x, vPelvisLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vRightClavicleLocation.x, vRightClavicleLocation.y, vSpine2Location.x, vSpine2Location.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vPelvisLocation.x, vPelvisLocation.y, vSpine2Location.x, vSpine2Location.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vLeftClavicleLocation.x, vLeftClavicleLocation.y, vSpine2Location.x, vSpine2Location.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vSpine2Location.x, vSpine2Location.y, vSpine1Location.x, vSpine1Location.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vSpine1Location.x, vSpine1Location.y, vSpineLocation.x, vSpineLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vSpineLocation.x, vSpineLocation.y, vNeckLocation.x, vNeckLocation.y, 0xFFFF0000 );
DrawLine( m_pD3Ddevice, vNeckLocation.x, vNeckLocation.y, vHeadLocation.x, vHeadLocation.y, 0xFFFF0000 );
}
else
{
DrawLine( m_pD3Ddevice, vRightToeLocation.x, vRightToeLocation.y, vRightFootLocation.x, vRightFootLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftToeLocation.x, vLeftToeLocation.y, vLeftFootLocation.x, vLeftFootLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightFootLocation.x, vRightFootLocation.y, vRightCalfLocation.x, vRightCalfLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightCalfLocation.x, vRightCalfLocation.y, vRightThighLocation.x, vRightThighLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftFootLocation.x, vLeftFootLocation.y, vLeftCalfLocation.x, vLeftCalfLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftCalfLocation.x, vLeftCalfLocation.y, vLeftThighLocation.x, vLeftThighLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightFingerLocation.x, vRightFingerLocation.y, vRightHandLocation.x, vRightHandLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightHandLocation.x, vRightHandLocation.y, vRightForearmLocation.x, vRightForearmLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftFingerLocation.x, vLeftFingerLocation.y, vLeftHandLocation.x, vLeftHandLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftHandLocation.x, vLeftHandLocation.y, vLeftForearmLocation.x, vLeftForearmLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftForearmLocation.x, vLeftForearmLocation.y, vLeftUpperArmLocation.x, vLeftUpperArmLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightForearmLocation.x, vRightForearmLocation.y, vRightUpperArmLocation.x, vRightUpperArmLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftUpperArmLocation.x, vLeftUpperArmLocation.y, vLeftClavicleLocation.x, vLeftClavicleLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightUpperArmLocation.x, vRightUpperArmLocation.y, vRightClavicleLocation.x, vRightClavicleLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftThighLocation.x, vLeftThighLocation.y, vPelvisLocation.x, vPelvisLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightThighLocation.x, vRightThighLocation.y, vPelvisLocation.x, vPelvisLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vRightClavicleLocation.x, vRightClavicleLocation.y, vSpine2Location.x, vSpine2Location.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vPelvisLocation.x, vPelvisLocation.y, vSpine2Location.x, vSpine2Location.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vLeftClavicleLocation.x, vLeftClavicleLocation.y, vSpine2Location.x, vSpine2Location.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vSpine2Location.x, vSpine2Location.y, vSpine1Location.x, vSpine1Location.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vSpine1Location.x, vSpine1Location.y, vSpineLocation.x, vSpineLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vSpineLocation.x, vSpineLocation.y, vNeckLocation.x, vNeckLocation.y, 0xFFFFEC00 );
DrawLine( m_pD3Ddevice, vNeckLocation.x, vNeckLocation.y, vHeadLocation.x, vHeadLocation.y, 0xFFFFEC00 );
}
}
}
}
}
}
}
}
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03/17/2013, 14:38
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#817
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elite*gold: 0
Join Date: Mar 2013
Posts: 186
Received Thanks: 267
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Quote:
Originally Posted by Aleister C
...
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Function:
is missing...
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03/17/2013, 14:48
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#818
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elite*gold: 0
Join Date: Aug 2012
Posts: 4
Received Thanks: 3
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google Warrock Bones
it's the 4th search result
is the updated address
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03/17/2013, 15:39
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#819
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elite*gold: 0
Join Date: Jul 2011
Posts: 3,812
Received Thanks: 1,840
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Quote:
Originally Posted by .χανє
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I think
Code:
class Player;
class Vehicle;
class Bones;
class BonePtr1;
class BonePtr2;
class Player
{
public:
char PAD__0[0xC490]; //0x0000
__int32 index; //0xC490
char PAD__1[0xC4A4 - 0xC494]; //0xC494
D3DXVECTOR3 speed; //0xC4A4
Vehicle* vehicle; //0xC4B0
char PAD__2[0x10108 - 0xC4B4]; //0xC4B4
WORD weapon_index; //0x10108
char PAD__3[0x102B8 - 0x1010A]; //0x1010A
Bones* bone_matrix; //0x102B8 -- didn't know how to call this
};
class Vehicle
{
public:
char PAD__0[0x38]; //0x0000
__int32 type; //0x0038
char PAD__1[0x58 - 0x3C]; //0x003C
char name[28]; //0x0058
char PAD__2[0x158 - 0x74]; //0x0074
__int32 max_seats; //0x0158
__int32 health; //0x015C
__int32 maxhealth; //0x0160
char PAD__3[0x4];
__int32 passengers; //0x0168
char PAD__4[0x3AC - 0x16C];
__int32 index; //0x03AC
char PAD__5[0x4]; //0x03B0
__int32 current_seat; //0x03B4
char PAD__6[0x3E0 - 0x3B8]; //0x03B8
D3DXVECTOR3 position; //0x03E0
};
class Bones
{
public:
char PAD__0[0xBC]; //0x0000
BonePtr1* ptr; //0x00BC
};
class BonePtr1
{
public:
char PAD__0[0x28]; //0x0000
BonePtr2* ptr; //0x0028
};
class PlayerInfo
{
public:
char PAD__0[0x6D8];
char ip[16]; //0x06D8
char PAD__1[0x09C4 - 0x06E8];
char name[20]; //0x09C4
char PAD__2[0x1B94 - 0x09D8];
__int32 health; //0x1B94
__int32 maxhealth; //0x1B98
char PAD__3[0x1CDC - 0x1B9C];//
BYTE team; //0x1CDC
};
DWORD _PlayerRemotePtr = 0xB546E8; // needs an update
DWORD _PlayerLocalPtr = 0xA30A04; // needs an update
DWORD _PlayerInfoPtr = 0xA873A8; // needs an update
class PlayerManager
{
public:
Player * GetLocal()
{
return (Player*)(*(DWORD*)_PlayerLocalPtr);
}
Player * GetRemote(int i)
{
return (Player*)*(DWORD*)(*(DWORD*)_PlayerRemotePtr + (4 * i));
}
PlayerInfo* GetRemoteInfo(int i)
{
return (PlayerInfo*)(_PlayerInfoPtr + (i * 0x1CF8));
}
}players;
#define CREATEBONE_PTR 0x743CC0
typedef void(_stdcall*fnCreateBone) (float * parm1,char * boneName);
fnCreateBone fdCreateBone = (fnCreateBone)(CREATEBONE_PTR);
void GetBoneMatrix(char * boneName,D3DXMATRIX * output,Player * inPlayer)
{
if(!inPlayer || !inPlayer->bone_matrix || !inPlayer->bone_matrix->ptr ||!inPlayer->bone_matrix->ptr->ptr) return;
float unknown;
fdCreateBone(&unknown,boneName);
DWORD fnGetBoneMatrix = (*(int (__thiscall **)(int, float *))(*(DWORD *)inPlayer->bone_matrix->ptr->ptr + 0x2C))((DWORD)inPlayer->bone_matrix->ptr->ptr, &unknown);
*output = *(D3DXMATRIX*)(fnGetBoneMatrix + 0x70);
}
Example Of Usage.
if(players.GetLocal())
{
for(int i = 0;i < 32; i++)
{
Player * target = players.GetRemote(i);
Player * local = players.GetLocal();
PlayerInfo * targetinfo = players.GetRemoteInfo(i);
PlayerInfo * localinfo = players.GetRemoteInfo(local->index);
D3DXMATRIX local_matrix;
GetBoneMatrix("Bip01 Head",&local_matrix,local);
dxrenderer->DrawText(50,70,COLOR_RED,"%f %f %f",local_matrix._42,local_matrix._43,local_matrix._44);
}
}
Credits an UnknownPK glaub ich.
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03/17/2013, 17:24
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#820
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elite*gold: 73
Join Date: Mar 2011
Posts: 2,908
Received Thanks: 8,548
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Die sind uralt und nicht updated^^
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03/17/2013, 23:55
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#821
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elite*gold: 0
Join Date: Aug 2012
Posts: 4
Received Thanks: 3
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Quote:
Originally Posted by xroute66x™ :)
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the bone_matrix place is outdated. correct bone ptr and offset:
Code:
Bones* bone_matrix;//0x102CC
#define CREATEBONE_PTR 0x5FCC20
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03/18/2013, 19:47
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#822
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elite*gold: 0
Join Date: Nov 2012
Posts: 109
Received Thanks: 142
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Quote:
Originally Posted by diehuman1330
#request aimbot source full ty 
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Code:
VOID AimbotHacks()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR;
if ( dwPlayerPtr != 0 )
{
if( cAimbot.CH_SeeDown )
{
p_Local->Pitch += 150;
}
if ( cAimbot.CH_AimBot )
{
cWeapon.CH_NORECOIL = 1;
if ( cAimbot.CH_AimDistance )
{
if ( cAimbot.CH_AimKey == 0 )
{
if ( cAimbot.CH_AimType == 1 )
{
p_Local->Pitch = CalculatePitch(GetNearestPlayer());
p_Local->Yaw = CalculateYaw(GetNearestPlayer());
}
if ( cAimbot.CH_AimType == 2 )
{
p_Local->Pitch = CalculatePitch(GetCrossHairPlayer());
p_Local->Yaw = CalculateYaw(GetCrossHairPlayer());
}
}
if ( cAimbot.CH_AimKey == 1 )
{
if ( GetAsyncKeyState ( VK_RBUTTON ) )
{
if ( cAimbot.CH_AimType == 1 )
{
p_Local->Pitch = CalculatePitch(GetNearestPlayer());
p_Local->Yaw = CalculateYaw(GetNearestPlayer());
}
if ( cAimbot.CH_AimType == 2 )
{
p_Local->Pitch = CalculatePitch(GetCrossHairPlayer());
p_Local->Yaw = CalculateYaw(GetCrossHairPlayer());
}
}
}
if ( cAimbot.CH_AimKey == 3 ) //AUTO
{
if ( cAimbot.CH_AimType == 1 )
{
p_Local->Pitch = CalculatePitch(GetNearestPlayer());
p_Local->Yaw = CalculateYaw(GetNearestPlayer());
}
if ( cAimbot.CH_AimType == 2 )
{
p_Local->Pitch = CalculatePitch(GetCrossHairPlayer());
p_Local->Yaw = CalculateYaw(GetCrossHairPlayer());
}
}
if ( cAimbot.CH_AimZone == 1)
{
Mem<double>((void*)ADR_BONESHOT,1235);//HEAD AIMING
}
else
{
Mem<double>((void*)ADR_BONESHOT,1.237e3);
}
if ( cAimbot.CH_AimZone == 2)
{
}
if ( cAimbot.CH_AimZone == 3)
{
}
if ( cAimbot.CH_AimKey == 2 )
{
if ( GetAsyncKeyState ( VK_MENU ) )
{
if ( cAimbot.CH_AimType == 1 )
{
p_Local->Pitch = CalculatePitch(GetNearestPlayer());
p_Local->Yaw = CalculateYaw(GetNearestPlayer());
}
if ( cAimbot.CH_AimType == 2 )
{
p_Local->Pitch = CalculatePitch(GetCrossHairPlayer());
p_Local->Yaw = CalculateYaw(GetCrossHairPlayer());
}
}
}
}
}
}
}
Code:
if ( InitAimBot == FALSE )
{
p_Local = (CLocal*)*(DWORD*)(ADR_ANGELSPTR);
InitAimBot = TRUE;
}
else if ( InitAimBot == TRUE )
{
if ( cAimbot.CH_AimBot || cAimbot.CH_AimDistance || cAimbot.CH_AimEnemy || cAimbot.CH_AimKey || cAimbot.CH_AimType )
{
AimbotHacks();
}
}
You Need Updated Structs and GetCrossHairPlayer,GetNearestPlayer
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03/18/2013, 20:10
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#823
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elite*gold: 73
Join Date: Mar 2011
Posts: 2,908
Received Thanks: 8,548
|
Quote:
if ( cAimbot.CH_AimZone == 1)
{
Mem<double>((void*)ADR_BONESHOT,1235);//HEAD AIMING
}
else
{
Mem<double>((void*)ADR_BONESHOT,1.237e3);
}
if ( cAimbot.CH_AimZone == 2)
{
}
if ( cAimbot.CH_AimZone == 3)
{
}
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haha wtf ...
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03/18/2013, 20:34
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#824
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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That source code is incomplete and bullshit, it has been published ages ago and still is ****.
Anyways, the funniest thing in the code is the following:
Quote:
Originally Posted by [N]oSoul
p_Local = (CLocal*)*(DWORD*)(ADR_ANGELSPTR);
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It's the same as this:
p_Local = *(CLocal**)ADR_ANGELSPTR;
So why the **** do you guys cast it to a 32-bit pointer, reference it and then reinterprete that as a pointer to CLocal, when you could just reinterprete the address as a pointer to a pointer to an object of class CLocal and then dereference that?
Do you guys actually know anything about pointers and pointer arithmetics?
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03/18/2013, 20:59
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#825
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elite*gold: 24
Join Date: Jan 2013
Posts: 96
Received Thanks: 58
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Quote:
Originally Posted by __underScore
Do you guys actually know anything about pointers and pointer arithmetics?
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I wanted to know more about pointers / addresses / offsets / ...
If you have a nice tutorial, explanation or a link: I'm waiting for it
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