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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
05/07/2013, 21:55
#946
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Code:
void HackThread()
{
for(;; )
{
[COLOR="red"]if(*inspiel)[/COLOR]
{
Nospread();
NoRecoil();
Superjump();
NoFallDamage();
Speed3();
speed1();
}
[COLOR="Red"]CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)HackShieldByPass, NULL, NULL, NULL);
}
Sleep( 500 );
}[/COLOR]
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;
}
05/07/2013, 22:05
#947
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Quote:
hammer deine source ist echter müll du machst einfach { , } irgendwo hin
05/07/2013, 23:10
#948
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Remove:
Code:
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)HackShieldByPass, NULL, NULL, NULL);
}
Sleep( 500 );
}
Change:
Code:
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackShieldByPass, 0, 0, 0);//ADD
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
05/08/2013, 05:43
#949
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Quote:
Originally Posted by
Spe@ker
Remove:
Code:
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)HackShieldByPass, NULL, NULL, NULL);
}
Sleep( 500 );
}
Change:
Code:
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackShieldByPass, 0, 0, 0);//ADD
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
Nice posthunting . it's same as Chow posted but he added a little sleep....
05/08/2013, 07:12
#950
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Quote:
Originally Posted by
Spe@ker
Remove:
Code:
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)HackShieldByPass, NULL, NULL, NULL);
}
Sleep( 500 );
}
Change:
Code:
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackShieldByPass, 0, 0, 0);//ADD
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
For the start i don't get why he would need a bypass for a nomenu. :O
05/08/2013, 23:21
#951
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#request
Teleport source pls (:
05/08/2013, 23:40
#952
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Quote:
Originally Posted by
hansewurst
#request
Teleport source pls (:
float savex;
float savey;
float savez;
if ( SavePos )
{
savex = *(float*)(pp + Ofs_x);
savey = *(float*)(pp etc ..,
Sleep(120);
SavePos = 0;
}
if ( Teleport )
{
*(float*)(pp + Ofs_x) = savex;
*(float*)(pp + ofs_y) = savey;
etc..
}
if you want to use hotkey for teleport add a GetAsyncKeyState
if ( Teleport )
{
if (GetAsyncKeyState(BUTTON..) )
{
*(float*)(pp + Ofs_x) = savex;
*(float*)(pp + ofs_y) = savey;
etc..
}
}
05/09/2013, 09:17
#953
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#request
No reload source pls. because my source doesn`t work :/
Code:
if(_Player->pLocal->WeaponState == *(int*)(ADR_WEAPON) )
{
*(FLOAT*)(dwPlayerPtr + OFS_NORELOAD) = 1.0F;
}
05/09/2013, 15:51
#954
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Quote:
Originally Posted by
hansewurst
(..)
Code:
*reinterpret_cast<DWORD*>(dwPlayerPtr + OFS_NORELOAD) = 1;
( Keine Checks )
05/09/2013, 19:48
#955
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#request
skywalk source pls.
05/09/2013, 23:19
#956
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Quote:
Originally Posted by
hansewurst
#request
skywalk source pls.
Set Playerposition to the height you want. here you go.
Use toggle to enable/disable it
end of story. so hard to do?
05/10/2013, 09:39
#957
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Quote:
Originally Posted by
hansewurst
#request
skywalk source pls.
Code:
if( cVars.SkyWalk )
{
_Player->_Local->WritePositionZ = 2500;
}
Here you go
05/10/2013, 14:13
#958
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Then, i stand in the sky and can't move me
05/11/2013, 16:19
#959
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Quote:
Originally Posted by
»x«
Code:
switch(sky){
case 1:*(float*)(Player+OFS_Z) = 500;break;
case 2:*(float*)(Player+OFS_Z) = 1000;break;
case 3:*(float*)(Player+OFS_Z) = 1500;break;
case 4:*(float*)(Player+OFS_Z) = 2000;break;
case 5:*(float*)(Player+OFS_Z) = 2500;break;
case 6:*(float*)(Player+OFS_Z) = 3000;break;
case 7:*(float*)(Player+OFS_Z) = 3500;break;
case 8:*(float*)(Player+OFS_Z) = 4000;break;
case 9:*(float*)(Player+OFS_Z) = 4500;break;
case 10:*(float*)(Player+OFS_Z) = 5000;
}
Warning, contains several WTFs:
1. Why do you implicitly cast integers to floating point values?
2. Why do you use that switch?
The following does the same:
Code:
if (1 <= sky && sky <= 10) *reinterpret_cast<float *>(Player + OFS_Z) = 500.0f * sky;
05/12/2013, 17:43
#960
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#Request latest EhSvc dump
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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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