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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 09/07/2012, 19:45   #286
 
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@xXrussXx

WarRock Dumped EXE (07.09.2012):
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Old 09/08/2012, 22:11   #287
 
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Why no work NoFallDamage? LOL
Code:
#define ADR_OFFSET_NOFALLDAMAGE      0x102E0
Code:
DWORD dwPlayerPtr = *(DWORD*)ADR_POINTER_PLAYER;
Code:
#define ADR_POINTER_PLAYER           0xA363B8
Code:
if(NFD) 
        { 
            *(long*)(dwPlayerPtr + (DWORD)((OFS_NoFallDamage) ) ) = -99999999; 
        }
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Old 09/08/2012, 22:17   #288
 
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if(NFD) { *(float*)(Player + OFS_NoFallDamage) = -999999.0F; }

Dont make it harder than it needs to be
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Old 09/08/2012, 22:23   #289
 
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@UP Don't work
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Old 09/08/2012, 22:58   #290
 
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Code:
if(NoFallDamage)     
{
	DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
	if(dwPlayerPtr != 0)
	{
		*(float*)(dwPlayerPtr + OFS_NoFallDamage) = -99999999;
	}
}
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Old 09/08/2012, 23:19   #291
 
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Search undetected SuperJump :P
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Old 09/08/2012, 23:34   #292
 
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All adrenaline did was add player check (common sense)

SuperJump:

{
if(Player != 0) // If we are in-game
{
if(GetAsyncKeyState(VK_CONTROL)) // If we press control
{
*(float*)(Player + OFS_Z) = 2500.0F; /* float is type (2500.0F) , Player is the pointer , OFS_Z is the up offset , and 2500.0F is the value (how much we go up)*/
} // end control brace
} // end in-game brace
} // end superjump function brace

Is that clear enough?
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Old 09/08/2012, 23:46   #293
 
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I'm not stupid. I know this code. It does not work ...
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Old 09/08/2012, 23:50   #294
 
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Quote:
Originally Posted by _GigaByte
hey can someone show how to make a struct logger? can you show some examples?
Regards, _GigaByte'2

Quote:
Writelog("struct CBase");
Writelog("{");
Writelog(" CPlayer* local;");
Writelog(" char* Hepe[%d]",(dwRemotePointer-dwPlayerPointer-0x4));
Writelog(" CPlayer** player;");
Writelog("};");
@xroute66x™

Von alfmkwndk =
Credit Hepe2567
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Old 09/08/2012, 23:52   #295
 
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@GraFixPL

If that doesnt work then you are stupid because thats what im using... Obviously your offset is wrong and im done helping you dumb leeching nub
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Old 09/09/2012, 12:59   #296
 
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Why don't work OPK? My Code:
Code:
void cPlayerHacks()
{
    if ( p_Player->pLocal )
    {
        if ( CH_PlayerOPK )
        {
            for (int MaxPlayer = 0; MaxPlayer < 32; MaxPlayer++)
            {
				CBase* p_Player = (CBase*)ADR_POINTER_PLAYER;
				p_Player->pGlobal[MaxPlayer]->PosX = 0;
                p_Player->pGlobal[MaxPlayer]->PosY = 0;
                p_Player->pGlobal[MaxPlayer]->PosZ = 0;
            }
        }
    }
}
My struct:
Code:
struct CPlayer
{
	char BuRn3R1[7424];//0x00
	int GlobalIndex;//0x1D00
	char BuRn3R2[42808];//0x1D04
	float NoRecoil1;//0xC43C
	float NoRecoil2;//0xC440
	float NoRecoil3;//0xC444
	char BuRn3R3[72];//0xC448
	BYTE Index;//0xC490
	char BuRn3R4[19];//0xC491
	float GravityX;//0xC4A4
	float GravityY;//0xC4A8
	float GravityZ;//0xC4AC
	char BuRn3R5[24];//0xC4B0
	int WeaponState;//0xC4C8
	char BuRn3R6[15416];//0xC4CC
	float PlayerSpeed;//0x10104
	float NoSpread;//0x10108
	float FastNadeBlast;//0x1010C
	char BuRn3R7[136];//0x10110
	int PlayerView3D;//0x10198
	char BuRn3R8[4];//0x1019C
	float Pitch;//0x101A0
	char BuRn3R9[24];//0x101A4
	float Yaw;//0x101BC
	char BuRn3R10[12];//0x101C0
	float ViewX;//0x101CC
	float ViewY;//0x101D0
	float ViewZ;//0x101D4
	char BuRn3R11[12];//0x101D8
	WORD Weapon1;//0x101E4
	WORD Weapon2;//0x101E6
	WORD Weapon3;//0x101E8
	char BuRn3R12[90];//0x101EA
	BYTE PlayerState;//0x10244
	char BuRn3R13[155];//0x10245
	float NoFallDamage;//0x102E0
	char BuRn3R14[20];//0x102E4
	float PosX;//0x102F8
	char BuRn3R15[4];//0x102FC
	float PosY;//0x102F0
	char BuRn3R16[4];//0x102F4
	float PosZ;//0x10300
	char BuRn3R17[100];//0x10304
	DWORD AutoPlant;//0x10368
	DWORD AutoDefuse;//0x1036C
	char BuRn3R18[14];//0x10370
	DWORD AutoShot;//0x1037E
	char BuRn3R19[106];//0x10382
	float NoM134Idle;//0x103EC
	char BuRn3R20[23828];//0x103F0
	int LocalIndex;//0x16104
};

struct CServer
{
	char BuRn3R1[292];//0x00
	BYTE AntiAbnormal1;//0x124
	BYTE AntiAbnormal2;//0x125
	char BuRn3R2[570];//0x126
	BYTE AntiAbnormal3;//0x360
	BYTE AntiAbnormal4;//0x361
	char BuRn3R3[554];//0x362
	int Premium;//0x58C
	long PremiumDays;//0x590
	char BuRn3R4[793292];//0x594
	int SuperMaster;//0xC2060
	char BuRn3R5[20565];//0xC2064
	BYTE Slot1;//0xC70B9
	BYTE Slot2;//0xC70B5
	BYTE Slot3;//0xC70B6
	BYTE Slot4;//0xC70B7
	BYTE Slot5;//0xC70BC
	BYTE Slot6;//0xC70B9
	BYTE Slot7;//0xC70BA
	BYTE Slot8;//0xC70BB
	char BuRn3R6[98524];//0xC70BC
	long Level;//0xDF198
	char BuRn3R7[396];//0xDF19C
	long Dinar;//0xDF328
	char BuRn3R8[16];//0xDF32C
	long Invisible;//0xDF33C
	char BuRn3R9[5440];//0xDF340
	int RoomMaster;//0xE0880
};

struct CVehicle
{
	char BuRn3R1[10706772];//0x00
	float Pitch;//0xA35F54
	float Yaw;//0xA35F58
};

struct CBase
{
	CPlayer* pLocal;//0xA363B8
	char* BuRn3R1[1197020];//0xA363BC
	CPlayer** pGlobal;//0xB5A798
};CBase* p_Player = (CBase*)ADR_POINTER_PLAYER;
But Superjump work:
Code:
																			if ( CH_SuperJump )
		{
			if ( GetAsyncKeyState ( VK_CONTROL ) )
			{
				p_Player->pLocal->PosY = 5000;
			}
		}
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Old 09/10/2012, 00:53   #297
 
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Quote:
Originally Posted by Spe@ker View Post

But Superjump work:
Code:
																			if ( CH_SuperJump )
		{
			if ( GetAsyncKeyState ( VK_CONTROL ) )
			{
				p_Player->pLocal->PosY = 5000;
			}
		}
If you are using PosY for Superjump, then your structs are fail or named wrong.
(x/z/y not x/y/z). Z is for the height..

BTW check your OPK Source...
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Old 09/10/2012, 06:09   #298
 
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Quote:
Originally Posted by Chowniіqhtz View Post
If you are using PosY for Superjump, then your structs are fail or named wrong.
(x/z/y not x/y/z). Z is for the height..

BTW check your OPK Source...
Y is for the height!
Look here:


(http://de.wikipedia.org/wiki/Koordinatenachse)
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Old 09/10/2012, 12:28   #299
 
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Quote:
Originally Posted by TradEmArk™˟ View Post
Y is for the height!
Look here:


(Koordinatenachse)
Klugscheisser die haben die Y und Z Achse vertauscht.
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Old 09/10/2012, 14:04   #300
 
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Ist ja noch so das _UnderScore Mathematik sudiert/e und es den (tschuldige) Idioten schon einmal erklärt hatte.
NEIN ihr wisst es ja besser

Z = height !
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