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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 06/10/2013, 20:34   #1036
 
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#Request Actual Dump pls
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Old 06/10/2013, 21:10   #1037
 
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WarRock Dumped 10.06.2013

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VirusScan -
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Old 06/11/2013, 09:17   #1038
 
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1337 Ultra Source :>

Exp-Check for powerlevel-Bots
Code:
Exp_Check=*(long*)(sPointer+OFS_LEVEL);

if (Exp_Check<=/*blablabla*/){
do Powerlevel-Bot;
}
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Old 06/11/2013, 15:39   #1039
 
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Cool VehicleStuff Reclassed!

Here is my vehicle stuff...

Code:
class cVehicleBase;
class cVehicleBase2;
class cVehicles;
class cVehicle;
class cVehicleRestrictions;
class cVehicleWeaponBase;
class cVehicleWeapon;
class cVehiclePosition;

static DWORD dwVehiclePointer = 0x00A6F990;
static cVehicleBase *g_pVehicleArray = (cVehicleBase *) (dwVehiclePointer);

class cVehicleBase
{
	public:
		/* 0x00000000 */ cVehicleBase2 *m_pVehicleBase;
};

class cVehicleBase2
{
	public:
		/* 0x00000000 */ BYTE _00 [0x0C];
		/* 0x0000000C */ cVehicles *m_pVehicles;
};

class cVehicles 
{
	public:
		/* 0x00000000 */ cVehicle *m_pVehicles [64];
};

class cVehicle
{
	public:
		/* 0x00000000 */ BYTE _00 [0x38];
		/* 0x00000038 */ __int8 m_isType; 
		/* 0x00000039 */ BYTE _39 [0x1F];
		/* 0x00000058 */ char m_szVehicleName [0x10]; 
		/* 0x00000068 */ BYTE _68 [0x10];
		/* 0x00000078 */ __int32 m_iMaxPassengers; 
		/* 0x0000007C */ __int32 m_iHealth; 
		/* 0x00000080 */ __int32 m_iMaxHealth; 
		/* 0x00000084 */ BYTE _84 [0x04];
		/* 0x00000088 */ __int32 m_iCurrentPassengers; 
		/* 0x0000008C */ BYTE _8C [0x150];
		/* 0x000001DC */ cVehicleRestrictions *m_pRestrictions; 
		/* 0x000001E0 */ cVehiclePosition *m_pPositions;
		/* 0x000001E4 */ BYTE _1E4 [0xE8];
		/* 0x000002CC */ __int32 m_iIndex; 
		/* 0x000002D0 */ BYTE _2D0 [0x04];
		/* 0x000002D4 */ __int32 m_iLocalSeat; 
		/* 0x000002D8 */ BYTE _2D8 [0x28];
		/* 0x00000300 */ cVector3D m_vSpawnPos; 
		/* 0x0000030C */ BYTE _3EC [0x70];
		/* 0x0000037C */ float m_fSpeed; 
		/* 0x00000380 */ float m_fDirection; 
};

class cVehicleRestrictions
{
	public:
		/* 0x00000004 */ BYTE _00 [0x40];
		/* 0x00000040 */ float m_fMaxSpeed; 
		/* 0x00000044 */ float m_fMaxBackSpeed; 
		/* 0x00000048 */ float m_fAccelerationForeward;
		/* 0x0000004C */ float m_fAccelerationBackward;
		/* 0x00000050 */ float m_fAccelerationSideward;
		/* 0x00000054 */ BYTE _54 [0x3C];
		/* 0x00000090 */ float m_fLetsFetz; 
		/* 0x00000094 */ BYTE _94 [0x10];
		/* 0x000000A4 */ cVehicleWeaponBase *m_pWeaponBase; 
};

class cVehicleWeaponBase
{
	public:
		/* 0x00000000 */ cVehicleWeapon *m_pWeapons; 
};

class cVehicleWeapons
{
	public:
		/* 0x00000000 */ BYTE _0x0000 [0x21C];
		/* 0x0000021C */ cVehicleWeapon m_Weapon1;
		/* 0x00000264 */ BYTE _264 [0x120];
		/* 0x00000384 */ cVehicleWeapon m_Weapon2;
		/* 0x000003CC */ BYTE _3CC [0x58];
		/* 0x00000424 */ cVector3D m_vAimAt; 
};

class cVehicleWeapon 
{
	public:
		/* 0x00000000 */ __int32 m_iMaxAmmo; 
		/* 0x00000004 */ __int32 m_iAmmoXor1; 
		/* 0x00000008 */ __int32 m_iAmmoXor2; 
		/* 0x0000000C */ BYTE _0C [0x08];
		/* 0x00000014 */ __int32 m_iDelayTime; 
		/* 0x00000018 */ BYTE _18 [0x04];
		/* 0x0000001C */ float m_fShootTime; 
		/* 0x00000020 */ BYTE _20 [0x0C];
		/* 0x0000002C */ float m_fOverheatInc; 
		/* 0x00000030 */ float m_fOverheatDec; 
		/* 0x00000034 */ BYTE _34 [0x08];
		/* 0x0000003C */ __int8 m_isShooting; 
		/* 0x0000003D */ BYTE _3D [0x07];
		/* 0x00000044 */ float m_fOverheat;
};

class cVehiclePosition
{
	public:
		/* 0x00000000 */ BYTE _00 [0x10];
		/* 0x00000010 */ cVehicleWriteablePositions *m_pPositions;
		/* 0x00000014 */ BYTE _14 [0x34];
		/* 0x00000048 */ cVector3D m_vPos; 
};

class cVehicleWriteablePositions
{
	public:
		/* 0x00000000 */ BYTE _00 [0x98];
		/* 0x00000098 */ cVector3D m_vPos;
};
Some Examples following:

Code:
Vehicle NoOverheat:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon1.m_fOverheatInc = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon2.m_fOverheatInc = 0.0f;

Vehicle Unl. Ammo:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon1.m_iMaxAmmo = 30000;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon2.m_iMaxAmmo = 30000;

Vehicle NoDelay:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon1.m_iDelayTime = 0;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon2.m_iDelayTime = 0;

Vehicle Speed:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_fMaxSpeed *= fFactor;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_fMaxBackSpeed *= fFactor;
	Similar with the acceleration offsets for higher acceleration

VehicleOPK:

for (int i = 0 ; i < 64 ; ++i)
{
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->m_vPos.m_fX = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->m_vPos.m_fY = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->m_vPos.m_fZ = 0.0f;
}
Credits: NikM

Maybe interesting too:
If you are sitting in a vehicle you can access your current vehicle like that:
[[Playerpointer]+C4C4]
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Old 06/11/2013, 15:57   #1040
 
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Does anyone know this? A coder did it here in PH..
Code:
https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash4/485514_169737593188988_1644719426_n.jpg
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Old 06/11/2013, 16:01   #1041
 
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Quote:
Originally Posted by 3dVision View Post
Does anyone know this? A coder did it here in PH..
Code:
https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash4/485514_169737593188988_1644719426_n.jpg
Vehicle OPK.
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Old 06/11/2013, 16:03   #1042
 
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Quote:
Originally Posted by xroute66x™ :) View Post
Vehicle OPK.
Calculation?
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Old 06/11/2013, 16:17   #1043
 
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Can be done with the classes i released the previous page.
There u go:
Code:
VehicleOPK:

for (int i = 0 ; i < 64 ; ++i)
{
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->cVector3D.m_fX = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->cVector3D.m_fY = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->cVector3D.m_fZ = 0.0f;
}
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Old 06/12/2013, 19:11   #1044
 
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Quote:
Originally Posted by NikM View Post
( : : : )
Danke NikM : 3
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Old 06/12/2013, 21:18   #1045
 
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hey ich habe ein Problem nomenu Hack

Quote:
1>Kompilieren...
1>main.cpp
1>.\main.cpp(47) : error C2143: Syntaxfehler: Es fehlt ')' vor '{'
1>.\main.cpp(55) : error C2143: Syntaxfehler: Es fehlt ')' vor '{'
1>.\main.cpp(62) : error C2143: Syntaxfehler: Es fehlt ')' vor '{'
1>.\main.cpp(70) : error C2143: Syntaxfehler: Es fehlt ')' vor '{'
1>.\main.cpp(78) : error C2143: Syntaxfehler: Es fehlt ')' vor '{'
1>.\main.cpp(88) : error C2143: Syntaxfehler: Es fehlt ')' vor '{'
1>Das Buildprotokoll wurde unter "file://c:\Users\André\Documents\Visual Studio 2008\Projects\ Hack by Apasp\ Hack by Apasp\Debug\BuildLog.htm" gespeichert.
1>Hack by Apasp - 6 Fehler, 0 Warnung(en)
========== Erstellen: 0 erfolgreich, Fehler bei 1, 0 aktuell, 0 übersprungen ==========
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Old 06/12/2013, 21:26   #1046
 
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Quote:
Originally Posted by app12315 View Post
hey ich habe ein Problem nomenu Hack
Ich würde sagen es fehlt ein ")" vor "{".
Zeig mal den Sourcecode.
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Old 06/12/2013, 21:33   #1047
 
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Der code ist immer der gleiche nur mit anderer addresse und value

Quote:
void godmode()
{
if (GetAsyncKeyState(VK_NUMPAD2) & 1){
*(long*)(ARD_godmode) = 3135869072;
}}

void infsp()
{
if (GetAsyncKeyState(VK_NUMPAD3) & 1){
*(long*)(ARD_infsp) = 2348565979;
}}
Habe jetzt die klammern geändert bis keine Fehler mehr kommen jetzt kam dann dafür

Quote:
Hack by Apasp\main.cpp : warning C4747: Aufruf von "_DllMain@12" (verwaltet): Verwalteter Code darf nicht unter der Loadersperre, einschließlich des DLL-Einstiegspunkts und Aufrufen, die vom DLL-Einstiegspunkt eingehen, ausgeführt werden.
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Old 06/12/2013, 21:40   #1048

 
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Quote:
Originally Posted by app12315 View Post
Der code ist immer der gleiche nur mit anderer addresse und value
Code:
void GodMode(  )
{
 if( GetAsyncKeyState( VK_NUMPAD2 ) &1 )
 {
  *reinterpret_cast<long *>( ADDRESS ) = VALUE;
 }
}
void INF_SP(  )
{
 if(  GetAsyncKeyState( VK_NUMPAD3 ) &1 )
 {
  *reinterpret_cast<long *>( ADRESS ) = VALUE;
 }
}
Du solltest diese Funktion von C++ und nicht alte C-Casts nutzen.


Zum DLLMain, benutzt du dise Funktion hier um deinen Thread zu starten?:


Code:
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
	switch(fdwReason)
	{
	case DLL_PROCESS_ATTACH:
		CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)MAIN_THREAD , NULL, 0, NULL);
		break;
	case DLL_PROCESS_DETACH:
		CloseHandle(hinstDLL);
		break;
	}
	return TRUE;
}
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Old 06/12/2013, 21:46   #1049
 
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BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
MessageBoxA(NULL, "Apasp® & SpIrOs ", "Made by", MB_OK);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)TheHacks , 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}
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Old 06/12/2013, 21:47   #1050
 
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Quote:
Originally Posted by app12315 View Post
Der code ist immer der gleiche nur mit anderer addresse und value



Habe jetzt die klammern geändert bis keine Fehler mehr kommen jetzt kam dann dafür
Zeig mal deinen ganzen Sourcecode.
Quote:
Originally Posted by xxfabbelxx View Post
Code:
void GodMode(  )
{
 if( GetAsyncKeyState( VK_NUMPAD2 ) &1 )
 {
  *reinterpret_cast<long *>( ADDRESS ) = VALUE;
 }
}
void INF_SP(  )
{
 if(  GetAsyncKeyState( VK_NUMPAD3 ) &1 )
 {
  *reinterpret_cast<long *>( ADRESS ) = VALUE;
 }
}
Du solltest diese Funktion von C++ und nicht alte C-Casts nutzen.
Warum ist das so viel besser?
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Similar Threads Similar Threads
WarRock EU - Code Snippets
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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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