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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
05/03/2013, 07:48
#916
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Join Date: Mar 2012
Posts: 88
Received Thanks: 2
Ich kann auch deutsch Spe@ker
Quote:
Originally Posted by
winkabean
Anyone help me? This doesnt seem to work and ive tried everything but simply cant get it to work.
Structure.h:
Code:
struct CPlayer
{
char ExoduS1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char ExoduS2[72];//0xC450
BYTE index;//0xC498
char ExoduS3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char ExoduS4[24];//0xC4B8
int WeaponState;//0xC4D0
char ExoduS5[15416];//0xC4D4
float PlayerSpeed;//0x1010C
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char ExoduS6[136];//0x10118
float PlayerView;//0x101A0
char ExoduS7[4];//0x101A4
float Pitch;//0x101A8
char ExoduS8[24];//0x101AC
float Yaw;//0x101C4
char ExoduS9[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char ExoduS10[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char ExoduS11[90];//0x101F2
BYTE PlayerState;//0x1024C
char ExoduS12[155];//0x1024D
float NoFallDamage;//0x102E8
char ExoduS13[20];//0x102EC
float PosX;//0x10300
char ExoduS14[4];//0x10304
float PosY;//0x10310
char ExoduS15[4];//0x10314
float PosZ;//0x10308
char ExoduS16[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char ExoduS17[14];//0x10378
DWORD AutoShot;//0x10386
char ExoduS18[110];//0x1038A
float NOM134IDLE;//0x103F8
};
struct CBase
{
CPlayer* pLocal;
char* ExoduS[0x12B1A0];
CPlayer** pGlobal;
};
CBase* p_Player = (CBase*)ADR_PLAYERPOINTER;
Addresses.h:
Code:
//================ [ Pointers ] ================//
#define ADR_PLAYERPOINTER 0x00A5348C
#define ADR_SERVERPOINTER 0x00A5341C
#define ADR_HEALTHPOINTER 0x00103E0
#define ADR_BASEPOINTER 0x000
#define ADR_VIEWANGELS 0x00A52FEC
#define HS1 0x8523E
#define HS2 0xA1A0
#define HS PACKET HANDLER 0x5E5E53
Main.cpp:
Code:
#include <Windows.h>
#include "Structure.h"
#include "Addresses.h"
DWORD Player = *(DWORD*)ADR_PLAYERPOINTER;
void NOSPREAD()
{
p_Player->pLocal->NoSpread = 0.0F;
}
void NORECOIL()
{
p_Player->pLocal->NoRecoil1 = 0;
p_Player->pLocal->NoRecoil2 = 0;
p_Player->pLocal->NoRecoil3 = 0;
}
void SUPERJUMP()
{
if(GetAsyncKeyState(VK_SHIFT) &1)
{
p_Player->pLocal->ViewZ = 2000;
p_Player->pLocal->NoFallDamage = -30000;
}
}
void ProcessHacks()
{
DWORD Player = *(DWORD*)ADR_PLAYERPOINTER;
while (true)
{
if (Player)
{
NOSPREAD();
NORECOIL();
SUPERJUMP();
}
Sleep (100);
}
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)ProcessHacks, 0, 0, 0);
}
return TRUE;
}
Your Basepointer is 0x000
xDDD
That will doesn't work xDDD
05/03/2013, 08:00
#917
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Dont say anything stupid idiot kid, i think he's got Windows 7 & Vista and he's got idiot injector too.
Use epvp injector its perfect and WarRock & Injector Run as Admin.
When its not working then write.
05/03/2013, 11:55
#918
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Posts: 1,129
Received Thanks: 1,687
Quote:
Originally Posted by
cheatslaw
...
Containing a shitload of undefined behavior, is that intended:
- Violating the ODR (One Definition Rule): Everything not inline-specified (though it is just a hint) or templated (or even constexpr, which is implicitly inline), must be in source files. Header files shall contain declarations and class definitions, templates and inline marked functions.
- Your module does not unload properly, thus never allowing WarRock to properly exit.
Some other weird stuff:
- Classes with no fields being instantiated; use namespaces or static methods.
- When compiled with -O2 your module is about half the size than without any optimization. That proves you're doing something quite wrong.
- Coding style: Please use proper indentation and just one style, do not mix up camelCasing and the hungarian notation; this is considered bad style.
So tell me...
- Why don't you just use some basic STL functionality making life so much easier? Such as algorithms from <memory> and <algorithm>?
- Why don't you use templates to avoid type-unsafety when casting to void *?
- Why do you use that awkward __vptr thingy for accessing the vtable? Virtual methods exist for a reason.
All in all, that's a pretty crappy piece of code.
05/03/2013, 22:38
#919
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Received Thanks: 2
why does it cloes automaticly?
Code:
#include <Windows.h>
#include <stdio.h>
//=============== POINTER ===============//
#define ADR_PLAYERPOINTER 0x00A5348C
#define ADR_SERVERPOINTER 0x00A5341C
//=============== Hacks ===============//
#define ADR_OFS_NORECOIL1 0xC444
#define ADR_OFS_NORECOIL2 0xC448
#define ADR_OFS_NORECOIL3 0xC48C
#define OFS_NFD 0x102E8
#define OFS_Superjump 0x0010308
#define OFS_NOSPREAD 0x00A583B4
//--------------------------Define Hacks--------------------------//
DWORD *ingame = (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame = (DWORD*)ADR_SERVERPOINTER;
struct CPlayer
{
char ExoduS1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char ExoduS2[72];//0xC450
BYTE index;//0xC498
char ExoduS3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char ExoduS4[24];//0xC4B8
int WeaponState;//0xC4D0
char ExoduS5[15416];//0xC4D4
float PlayerSpeed;//0x1010C
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char ExoduS6[136];//0x10118
float PlayerView;//0x101A0
char ExoduS7[4];//0x101A4
float Pitch;//0x101A8
char ExoduS8[24];//0x101AC
float Yaw;//0x101C4
char ExoduS9[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char ExoduS10[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char ExoduS11[90];//0x101F2
BYTE PlayerState;//0x1024C
char ExoduS12[155];//0x1024D
float NoFallDamage;//0x102E8
char ExoduS13[20];//0x102EC
float PosX;//0x10300
char ExoduS14[4];//0x10304
float PosY;//0x10310
char ExoduS15[4];//0x10314
float PosZ;//0x10308
char ExoduS16[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char ExoduS17[14];//0x10378
DWORD AutoShot;//0x10386
char ExoduS18[110];//0x1038A
float NOM134IDLE;//0x103F8
};
struct CBase
{
CPlayer* pLocal;
char* ExoduS[0x12B1A0];
CPlayer** pGlobal;
};
CBase* _Player = (CBase*)(0x0A5348C);
//--------------------------Start Hacks--------------------------//
void PlayerHacks()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
_Player->pLocal->NoSpread = 0.00F;
//No Recoil
{
_Player->pLocal->NoRecoil1 = 0;
_Player->pLocal->NoRecoil2 = 0;
_Player->pLocal->NoRecoil3 = 0;
}
//Super Jump
{
if(GetAsyncKeyState(VK_F2) &1)
{
*(float*)(dwPlayerPtr + OFS_Superjump) = 2000;
}
}
//No Fall Damage
{
*(float*)(dwPlayerPtr +OFS_NFD) = -2000;
}
//speed
if(GetAsyncKeyState(VK_F1) &1)
{
_Player->pLocal->PlayerSpeed = -300.00F; // 3x Speed
}
}
}
void ServerHacks()
{
}
//-------------------------HackThread--------------------------//
void HackThread()
{
for(;; )
{
if(*ingame)
{
PlayerHacks();
}
if(*outgame)
{
ServerHacks();
}
}
Sleep( 500 );
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
05/04/2013, 01:32
#920
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Received Thanks: 1,128
Quote:
Originally Posted by
hansewurst
why does it cloes automaticly?
Code:
#include <Windows.h>
#include <stdio.h>
//=============== POINTER ===============//
#define ADR_PLAYERPOINTER 0x00A5348C
#define ADR_SERVERPOINTER 0x00A5341C
//=============== Hacks ===============//
#define ADR_OFS_NORECOIL1 0xC444
#define ADR_OFS_NORECOIL2 0xC448
#define ADR_OFS_NORECOIL3 0xC48C
#define OFS_NFD 0x102E8
#define OFS_Superjump 0x0010308
#define OFS_NOSPREAD 0x00A583B4
//--------------------------Define Hacks--------------------------//
DWORD *ingame = (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame = (DWORD*)ADR_SERVERPOINTER;
struct CPlayer
{
char ExoduS1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char ExoduS2[72];//0xC450
BYTE index;//0xC498
char ExoduS3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char ExoduS4[24];//0xC4B8
int WeaponState;//0xC4D0
char ExoduS5[15416];//0xC4D4
float PlayerSpeed;//0x1010C
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char ExoduS6[136];//0x10118
float PlayerView;//0x101A0
char ExoduS7[4];//0x101A4
float Pitch;//0x101A8
char ExoduS8[24];//0x101AC
float Yaw;//0x101C4
char ExoduS9[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char ExoduS10[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char ExoduS11[90];//0x101F2
BYTE PlayerState;//0x1024C
char ExoduS12[155];//0x1024D
float NoFallDamage;//0x102E8
char ExoduS13[20];//0x102EC
float PosX;//0x10300
char ExoduS14[4];//0x10304
float PosY;//0x10310
char ExoduS15[4];//0x10314
float PosZ;//0x10308
char ExoduS16[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char ExoduS17[14];//0x10378
DWORD AutoShot;//0x10386
char ExoduS18[110];//0x1038A
float NOM134IDLE;//0x103F8
};
struct CBase
{
CPlayer* pLocal;
char* ExoduS[0x12B1A0];
CPlayer** pGlobal;
};
CBase* _Player = (CBase*)(0x0A5348C);
//--------------------------Start Hacks--------------------------//
void PlayerHacks()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
_Player->pLocal->NoSpread = 0.00F;
//No Recoil
{
_Player->pLocal->NoRecoil1 = 0;
_Player->pLocal->NoRecoil2 = 0;
_Player->pLocal->NoRecoil3 = 0;
}
//Super Jump
{
if(GetAsyncKeyState(VK_F2) &1)
{
*(float*)(dwPlayerPtr + OFS_Superjump) = 2000;
}
}
//No Fall Damage
{
*(float*)(dwPlayerPtr +OFS_NFD) = -2000;
}
//speed
if(GetAsyncKeyState(VK_F1) &1)
{
_Player->pLocal->PlayerSpeed = -300.00F; // 3x Speed
}
}
}
void ServerHacks()
{
}
//-------------------------HackThread--------------------------//
void HackThread()
{
for(;; )
{
if(*ingame)
{
PlayerHacks();
}
if(*outgame)
{
ServerHacks();
}
}
Sleep( 500 );
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
WTF you use {} ?
Example :
This :
Code:
//No Recoil
{
_Player->pLocal->NoRecoil1 = 0;
_Player->pLocal->NoRecoil2 = 0;
_Player->pLocal->NoRecoil3 = 0;
}
Should Be :
Code:
//No Recoil
_Player->pLocal->NoRecoil1 = 0;
_Player->pLocal->NoRecoil2 = 0;
_Player->pLocal->NoRecoil3 = 0;
05/04/2013, 11:11
#921
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Join Date: Apr 2013
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Received Thanks: 2
Anyone know why my unlimited ammo crashes when i enter a game?
Source:
Code:
void UNLIMITEDAMMO()
{
WriteFunction<DWORD>((void*)Mem_UnlAmmo,1);
}
05/04/2013, 11:55
#922
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Posts: 3,812
Received Thanks: 1,840
Quote:
Originally Posted by
winkabean
Anyone know why my unlimited ammo crashes when i enter a game?
Source:
Code:
void UNLIMITEDAMMO()
{
WriteFunction<DWORD>((void*)Mem_UnlAmmo,1);
}
I dont knew that unlimited ammo was patched
Code:
void UNLIMITEDAMMO()
*(int*)MEM_UnlAmmo = 0;
But if you will try it with this code , you will not be able to turn off.
You have to use Yazzn's patch class , or write an own.
05/04/2013, 12:47
#923
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Join Date: Apr 2013
Posts: 461
Received Thanks: 216
Quote:
Originally Posted by
n4n033
WTF you use {} ?
Doesn't really matter. I could also do this:
Code:
void Test()
{
{
MessageBoxA(NULL, "Test", "asd", 0);
}
if(true)
{
MessageBoxA(NULL, "Another test", "1337", 0);
}
}
But you SHOULD use brackets curly braces only if you really need them (looks still better).
05/04/2013, 12:54
#924
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Join Date: Apr 2013
Posts: 27
Received Thanks: 2
Quote:
Originally Posted by
xroute66x™ :)
I dont knew that unlimited ammo was patched
Code:
void UNLIMITEDAMMO()
*(int*)MEM_UnlAmmo = 0;
But if you will try it with this code , you will not be able to turn off.
You have to use Yazzn's patch class , or write an own.
Where can i find Yazzn's patch class?
also ive managed to get it working however it doesnt do damage to enemys.
05/04/2013, 14:08
#925
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Join Date: Jan 2012
Posts: 517
Received Thanks: 585
Code:
void unlammocpp()
{
int Log;
DWORD OldValue=0;
for(;;)
{
DWORD dwPlayer = *(DWORD*)ADR_PLAYERPOINTER;
if( dwPlayer != NULL )
{
if( ***** == 1 )
{
if( Log == NULL )
{
OldValue=*(DWORD*)(ADR_UNLAMMO);
Log = 1;
}
*(DWORD*)(ADR_UNLAMMO)=0;
}
if( ***** == 0 && dwPlayer != 0 )
{
if( Log == 1 )
{
*(DWORD*)(ADR_UNLAMMO)=OldValue;
Log = 0;
}
}
}
Sleep(300);
}
}
here thats mine
it doesn´t crash, you must only deativate it when you leave the room
for nomenu
Code:
if(GetAsyncKeyState(VK_NUMPAD8)&1)
{
*****= true;
}
else if(GetAsyncKeyState(VK_NUMPAD9)&1)
{
*****= false;
}
05/04/2013, 18:02
#926
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Join Date: Mar 2012
Posts: 88
Received Thanks: 2
Code:
#include <Windows.h>
#include <stdio.h>
//=============== POINTER ===============//
#define ADR_PLAYERPOINTER 0x00A5348C
#define ADR_SERVERPOINTER 0x00A5341C
//=============== Hacks ===============//
#define ADR_OFS_NORECOIL1 0xC444
#define ADR_OFS_NORECOIL2 0xC448
#define ADR_OFS_NORECOIL3 0xC48C
#define OFS_NFD 0x102E8
#define OFS_Superjump 0x0010308
#define OFS_NOSPREAD 0x00A583B4
//--------------------------Define Hacks--------------------------//
DWORD *ingame = (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame = (DWORD*)ADR_SERVERPOINTER;
struct CPlayer
{
char Speaker1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char Speaker2[72];//0xC450
BYTE index;//0xC498
char Speaker3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char Speaker4[50020];//0xC4B8
int WeaponState;//0x154
char Speaker5[65460];//0x158
float PlayerSpeed;//0x1010C
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char Speaker6[136];//0x10118
float PlayerView;//0x101A0
char Speaker7[4];//0x101A4
float Pitch;//0x101A8
char Speaker8[24];//0x101AC
float Yaw;//0x101C4
char Speaker9[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char Speaker10[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char Speaker11[90];//0x101F2
BYTE PlayerState;//0x1024C
char Speaker12[155];//0x1024D
float NoFallDamage;//0x102E8
char Speaker13[20];//0x102EC
float PosX;//0x10300
char Speaker14[4];//0x10304
float PosY;//0x10310
char Speaker15[4];//0x10314
float PosZ;//0x10308
char Speaker16[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char Speaker17[14];//0x10378
DWORD AutoShot;//0x10386
char Speaker18[66106];//0x1038A
float NOM134IDLE;//0x150
};
struct CBase
{
CPlayer* pLocal;
char* Speaker1[1225120];
CPlayer** pGlobal;
};
CBase* _Player = (CBase*)ADR_PLAYERPOINTER;
//--------------------------Start Hacks--------------------------//
void PlayerHacks()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
_Player->pLocal->NoSpread = 0.00F;
//No Recoil
_Player->pLocal->NoRecoil1 = 0.0F;
_Player->pLocal->NoRecoil2 = 0.0F;
_Player->pLocal->NoRecoil3 = 0.0F;
//Super Jump
if(GetAsyncKeyState(VK_F2) &1)
{
*(float*)(dwPlayerPtr + OFS_Superjump) = 2000;
}
//No Fall Damage
*(float*)(dwPlayerPtr +OFS_NFD) = -2000;
//speed
if(GetAsyncKeyState(VK_F5)&1)
{
_Player->pLocal->PlayerSpeed = -300.00F; // 3x Speed
}
//speed normal
if(GetAsyncKeyState(VK_F6)&1)
{
_Player->pLocal->PlayerSpeed = -100.00F;// 3x Speed
}
}
}
void ServerHacks()
{
}
//-------------------------HackThread--------------------------//
void HackThread()
{
for(;; )
{
if(*ingame)
{
PlayerHacks();
}
if(*outgame)
{
ServerHacks();
}
}
Sleep( 500 );
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
HELP
Weis jemand warum das game immer crasht wenn der hack injectet ist?
Englisch:
Do anybody know why does the game close automaticly when the hack is injectet?
05/04/2013, 18:18
#927
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Join Date: May 2012
Posts: 643
Received Thanks: 846
Quote:
Originally Posted by
hansewurst
Code:
#include <Windows.h>
#include <stdio.h>
//=============== POINTER ===============//
#define ADR_PLAYERPOINTER 0x00A5348C
#define ADR_SERVERPOINTER 0x00A5341C
//=============== Hacks ===============//
#define ADR_OFS_NORECOIL1 0xC444
#define ADR_OFS_NORECOIL2 0xC448
#define ADR_OFS_NORECOIL3 0xC48C
#define OFS_NFD 0x102E8
#define OFS_Superjump 0x0010308
#define OFS_NOSPREAD 0x00A583B4
//--------------------------Define Hacks--------------------------//
DWORD *ingame = (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame = (DWORD*)ADR_SERVERPOINTER;
struct CPlayer
{
char Speaker1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char Speaker2[72];//0xC450
BYTE index;//0xC498
char Speaker3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char Speaker4[50020];//0xC4B8
int WeaponState;//0x154
char Speaker5[65460];//0x158
float PlayerSpeed;//0x1010C
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char Speaker6[136];//0x10118
float PlayerView;//0x101A0
char Speaker7[4];//0x101A4
float Pitch;//0x101A8
char Speaker8[24];//0x101AC
float Yaw;//0x101C4
char Speaker9[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char Speaker10[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char Speaker11[90];//0x101F2
BYTE PlayerState;//0x1024C
char Speaker12[155];//0x1024D
float NoFallDamage;//0x102E8
char Speaker13[20];//0x102EC
float PosX;//0x10300
char Speaker14[4];//0x10304
float PosY;//0x10310
char Speaker15[4];//0x10314
float PosZ;//0x10308
char Speaker16[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char Speaker17[14];//0x10378
DWORD AutoShot;//0x10386
char Speaker18[66106];//0x1038A
float NOM134IDLE;//0x150
};
struct CBase
{
CPlayer* pLocal;
char* Speaker1[1225120];
CPlayer** pGlobal;
};
CBase* _Player = (CBase*)ADR_PLAYERPOINTER;
//--------------------------Start Hacks--------------------------//
void PlayerHacks()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
_Player->pLocal->NoSpread = 0.00F;
//No Recoil
_Player->pLocal->NoRecoil1 = 0.0F;
_Player->pLocal->NoRecoil2 = 0.0F;
_Player->pLocal->NoRecoil3 = 0.0F;
//Super Jump
if(GetAsyncKeyState(VK_F2) &1)
{
*(float*)(dwPlayerPtr + OFS_Superjump) = 2000;
}
//No Fall Damage
*(float*)(dwPlayerPtr +OFS_NFD) = -2000;
//speed
if(GetAsyncKeyState(VK_F5)&1)
{
_Player->pLocal->PlayerSpeed = -300.00F; // 3x Speed
}
//speed normal
if(GetAsyncKeyState(VK_F6)&1)
{
_Player->pLocal->PlayerSpeed = -100.00F;// 3x Speed
}
}
}
void ServerHacks()
{
}
//-------------------------HackThread--------------------------//
void HackThread()
{
for(;; )
{
if(*ingame)
{
PlayerHacks();
}
if(*outgame)
{
ServerHacks();
}
}
Sleep( 500 );
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
HELP
Weis jemand warum das game immer crasht wenn der hack injectet ist?
Englisch:
Do anybody know why does the game close automaticly when the hack is injectet?
Such deine Detection selber!!
05/04/2013, 19:08
#928
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Join Date: Mar 2012
Posts: 88
Received Thanks: 2
Quote:
Originally Posted by
xXrussXx
Such deine Detection selber!!
da ist nur ein kleiner fehler aber ich weis nicht wo -.-
05/04/2013, 22:28
#929
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Join Date: Mar 2012
Posts: 194
Received Thanks: 311
Quote:
Originally Posted by
Raz9r
Containing a shitload of undefined behavior, is that intended:
- Violating the ODR (One Definition Rule): Everything not inline-specified (though it is just a hint) or templated (or even constexpr, which is implicitly inline), must be in source files. Header files shall contain declarations and class definitions, templates and inline marked functions.
- Your module does not unload properly, thus never allowing WarRock to properly exit.
Some other weird stuff:
- Classes with no fields being instantiated; use namespaces or static methods.
- When compiled with -O2 your module is about half the size than without any optimization. That proves you're doing something quite wrong.
- Coding style: Please use proper indentation and just one style, do not mix up camelCasing and the hungarian notation; this is considered bad style.
So tell me...
- Why don't you just use some basic STL functionality making life so much easier? Such as algorithms from <memory> and <algorithm>?
- Why don't you use templates to avoid type-unsafety when casting to void *?
- Why do you use that awkward __vptr thingy for accessing the vtable? Virtual methods exist for a reason.
All in all, that's a pretty crappy piece of code.
I know, didn't you read what i wrote in the topic?
I made this quickly..
Don't think im trying to ***** out, after 4 years of coding i know it to that i should use source files, but this is the way i prefer to code.
But your 100% right about what you write above.
05/05/2013, 08:39
#930
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
Quote:
Originally Posted by
cheatslaw
I made this quickly..
Don't think im trying to ***** out, after 4 years of coding i know it to that i should use source files, but this is the way i prefer to code.
Being in a rush is no excuse for bad code. Also preferring violation of the ODR for whatever reason indicates that you indeed do not know much about software development.
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Hi Leute,
in diesem Thread könnt ihr:
-> Nach Sourcecodes fragen(Beispiel unten)
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