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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 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;
}
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Old 05/07/2013, 22:05   #947
 
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Quote:
Das mein jetziger source
Code:
schrott
hammer deine source ist echter müll du machst einfach { , } irgendwo hin
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Old 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;
}
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Old 05/08/2013, 05:43   #949
 
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Quote:
Originally Posted by Spe@ker View Post
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....
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Old 05/08/2013, 07:12   #950
 
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Quote:
Originally Posted by Spe@ker View Post
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
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Old 05/08/2013, 23:21   #951
 
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#request
Teleport source pls (:
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Old 05/08/2013, 23:40   #952
 
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Quote:
Originally Posted by hansewurst View Post
#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..
}
}
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Old 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;
}
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Old 05/09/2013, 15:51   #954
 
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Quote:
Originally Posted by hansewurst View Post
(..)
Code:
*reinterpret_cast<DWORD*>(dwPlayerPtr + OFS_NORELOAD) = 1;
( Keine Checks )
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Old 05/09/2013, 19:48   #955
 
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#request
skywalk source pls.
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Old 05/09/2013, 23:19   #956

 
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Quote:
Originally Posted by hansewurst View Post
#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?
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Old 05/10/2013, 09:39   #957
 
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Quote:
Originally Posted by hansewurst View Post
#request
skywalk source pls.
Code:
if( cVars.SkyWalk )
{
  _Player->_Local->WritePositionZ = 2500;
}
Here you go
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Old 05/10/2013, 14:13   #958
 
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Then, i stand in the sky and can't move me
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Old 05/11/2013, 16:19   #959
 
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Quote:
Originally Posted by »x« View Post
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;
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Old 05/12/2013, 17:43   #960
 
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#Request latest EhSvc dump
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