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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 03/14/2013, 09:06   #811


 
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Quote:
Originally Posted by .χανє View Post
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
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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Old 03/14/2013, 14:07   #812
 
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Quote:
Originally Posted by Cyno™ View Post
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
I made it with 4 Addys 1-2 Are Public
3-4 i found with WordData.lua
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Old 03/14/2013, 16:09   #813


 
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Quote:
Originally Posted by .χανє View Post
I made it with 4 Addys 1-2 Are Public
3-4 i found with WordData.lua
Then you should give proper credits for atleast the first 2 addresses
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Old 03/14/2013, 16:58   #814
 
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Quote:
Originally Posted by .χανє View Post
I made it with 4 Addys 1-2 Are Public
3-4 i found with WordData.lua
LOL, artillery is to easy to code..
Nothing hard at finding any of the addies :P
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Old 03/14/2013, 20:25   #815


 
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Quote:
Originally Posted by cheatslaw View Post
LOL, artillery is to easy to code..
Nothing hard at finding any of the addies :P
^true
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Old 03/17/2013, 13:59   #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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Old 03/17/2013, 14:38   #817
 
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Quote:
Originally Posted by Aleister C View Post
...
Function:

Code:
getBone(...);
is missing...
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Old 03/17/2013, 14:48   #818
 
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google Warrock Bones

it's the 4th search result

Code:
0x5FCC20
is the updated address
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Old 03/17/2013, 15:39   #819
 
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Quote:
Originally Posted by .χανє View Post
Function:

Code:
getBone(...);
is missing...
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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Old 03/17/2013, 17:24   #820
 
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Die sind uralt und nicht updated^^
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Old 03/17/2013, 23:55   #821
 
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Quote:
Originally Posted by xroute66x™ :) View Post
...
the bone_matrix place is outdated. correct bone ptr and offset:

Code:
Bones* bone_matrix;//0x102CC
#define CREATEBONE_PTR 0x5FCC20
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Old 03/18/2013, 19:47   #822
 
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Quote:
Originally Posted by diehuman1330 View Post
#request aimbot source full ty
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
[N]oSoul is offline  
Old 03/18/2013, 20:10   #823
 
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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)
{
}
haha wtf ...
Kazbah__ is offline  
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Old 03/18/2013, 20:34   #824
 
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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 View Post
p_Local = (CLocal*)*(DWORD*)(ADR_ANGELSPTR);
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?
Raz9r is offline  
Old 03/18/2013, 20:59   #825
 
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Quote:
Originally Posted by __underScore View Post
Do you guys actually know anything about pointers and pointer arithmetics?
I wanted to know more about pointers / addresses / offsets / ...
If you have a nice tutorial, explanation or a link: I'm waiting for it
Nullpointer1337 is offline  
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