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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
06/10/2013, 20:34
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#1036
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#Request Actual Dump pls
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06/10/2013, 21:10
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#1037
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WarRock Dumped 10.06.2013
Download -  VirusScan -
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06/11/2013, 09:17
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#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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06/11/2013, 15:39
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#1039
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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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06/11/2013, 15:57
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#1040
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elite*gold: 0
Join Date: Oct 2012
Posts: 47
Received Thanks: 5
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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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06/11/2013, 16:01
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#1041
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Quote:
Originally Posted by 3dVision
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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Vehicle OPK.
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06/11/2013, 16:03
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#1042
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Quote:
Originally Posted by xroute66x™ :)
Vehicle OPK.
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Calculation?
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06/11/2013, 16:17
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#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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06/12/2013, 19:11
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#1044
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Quote:
Originally Posted by NikM
( : : : )
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Danke NikM : 3
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06/12/2013, 21:18
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#1045
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elite*gold: 441
Join Date: Dec 2011
Posts: 348
Received Thanks: 603
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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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06/12/2013, 21:26
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#1046
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Quote:
Originally Posted by app12315
hey ich habe ein Problem nomenu Hack
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Ich würde sagen es fehlt ein ")" vor "{".
Zeig mal den Sourcecode.
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06/12/2013, 21:33
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#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;
}}
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Habe jetzt die klammern geändert bis keine Fehler mehr kommen jetzt kam dann dafür
Quote:
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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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06/12/2013, 21:40
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#1048
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Quote:
Originally Posted by app12315
Der code ist immer der gleiche nur mit anderer addresse und value
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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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06/12/2013, 21:46
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#1049
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Join Date: Dec 2011
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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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06/12/2013, 21:47
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#1050
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Join Date: Jul 2011
Posts: 3,812
Received Thanks: 1,840
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Quote:
Originally Posted by app12315
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
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Zeig mal deinen ganzen Sourcecode.
Quote:
Originally Posted by xxfabbelxx
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.
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Warum ist das so viel besser?
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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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