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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
11/14/2012, 21:12
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#526
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Join Date: May 2012
Posts: 643
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Quote:
Originally Posted by ~ExoduS~*
nix deins was laberst du ? Bypass xD?
die geht ohne Bypass  ist doch kein bytes um bypass zubrauchen  die crash nicht geht bei mir habe auch fast die gleiche 
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Hus.. haste getestet? Nein was glaubst du warum einige im moment Speed nicht benutzten? Weil es auf 32 bit systemen crasht! Ich persöhnlich habs schon ausprobiert und ja es ist bewiesen.. Meins geht zwar aber 5 min!
Ps: Kazbah und weitere die es auslassen
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11/15/2012, 17:54
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#527
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elite*gold: 25
Join Date: Jun 2012
Posts: 141
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suche crc bypass skype = thekingofff
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11/24/2012, 22:12
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#528
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elite*gold: 0
Join Date: Jul 2011
Posts: 53
Received Thanks: 11
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Got some functions I just made
BackToLobby -> Memory
Code:
#define ADR_BackToLobby 0x903DE4
//Back to lobby
if( GetAsyncKeyState( VK_F12 ))
{
*(float*)( ADR_BackToLobby ) = 0.0F;
}else
{
*(float*)( ADR_BackToLobby ) = 180.0F;
}
Visual Death / Spectate -> Memory
Code:
This is a very weird function I made accidentally
//Float away (visual death)
if( GetAsyncKeyState( VK_F11 ))
{
*(DWORD*)( Player + 0xC4D4 ) = *(DWORD*)( 0xA48EE0 );
}
Give credits and enjoy!
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11/24/2012, 23:11
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#529
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you can do backtolobby with the asm adress too without bypass
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11/25/2012, 03:02
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#530
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Join Date: Jul 2011
Posts: 53
Received Thanks: 11
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Yeah, its called inline asm.
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11/25/2012, 09:19
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#531
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Join Date: Mar 2011
Posts: 14
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#request
Updated Engine Text Source Code..
PLEASE..
Thanks in Advance..
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11/25/2012, 13:32
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#532
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Join Date: Jan 2012
Posts: 1,082
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Unlinking and relinking loaded DLLs from/to PEB
Code:
#include <windows.h>
#include <vector>
#include <algorithm>
typedef struct _PEB_LDR_DATA {
UINT8 _PADDING_[12];
LIST_ENTRY InLoadOrderModuleList;
LIST_ENTRY InMemoryOrderModuleList;
LIST_ENTRY InInitializationOrderModuleList;
} PEB_LDR_DATA, *PPEB_LDR_DATA;
typedef struct _PEB {
UINT8 _PADDING_[12];
PEB_LDR_DATA* Ldr;
} PEB, *PPEB;
typedef struct _LDR_DATA_TABLE_ENTRY {
LIST_ENTRY InLoadOrderLinks;
LIST_ENTRY InMemoryOrderLinks;
LIST_ENTRY InInitializationOrderLinks;
VOID* DllBase;
} LDR_DATA_TABLE_ENTRY, *PLDR_DATA_TABLE_ENTRY;
typedef struct _UNLINKED_MODULE
{
HMODULE hModule;
PLIST_ENTRY RealInLoadOrderLinks;
PLIST_ENTRY RealInMemoryOrderLinks;
PLIST_ENTRY RealInInitializationOrderLinks;
PLDR_DATA_TABLE_ENTRY Entry;
} UNLINKED_MODULE;
#define UNLINK(x) \
(x).Flink->Blink = (x).Blink; \
(x).Blink->Flink = (x).Flink;
#define RELINK(x, real) \
(x).Flink->Blink = (real); \
(x).Blink->Flink = (real); \
(real)->Blink = (x).Blink; \
(real)->Flink = (x).Flink;
std::vector<UNLINKED_MODULE> UnlinkedModules;
struct FindModuleHandle
{
HMODULE m_hModule;
FindModuleHandle(HMODULE hModule) : m_hModule(hModule)
{
}
bool operator() (UNLINKED_MODULE const &Module) const
{
return (Module.hModule == m_hModule);
}
};
void RelinkModuleToPEB(HMODULE hModule)
{
std::vector<UNLINKED_MODULE>::iterator it = std::find_if(UnlinkedModules.begin(), UnlinkedModules.end(), FindModuleHandle(hModule));
if (it == UnlinkedModules.end())
{
//DBGOUT(TEXT("Module Not Unlinked Yet!"));
return;
}
RELINK((*it).Entry->InLoadOrderLinks, (*it).RealInLoadOrderLinks);
RELINK((*it).Entry->InInitializationOrderLinks, (*it).RealInInitializationOrderLinks);
RELINK((*it).Entry->InMemoryOrderLinks, (*it).RealInMemoryOrderLinks);
UnlinkedModules.erase(it);
}
void UnlinkModuleFromPEB(HMODULE hModule)
{
std::vector<UNLINKED_MODULE>::iterator it = std::find_if(UnlinkedModules.begin(), UnlinkedModules.end(), FindModuleHandle(hModule));
if (it != UnlinkedModules.end())
{
//DBGOUT(TEXT("Module Already Unlinked!"));
return;
}
#ifdef _WIN64
PPEB pPEB = (PPEB)__readgsqword(0x60);
#else
PPEB pPEB = (PPEB)__readfsdword(0x30);
#endif
PLIST_ENTRY CurrentEntry = pPEB->Ldr->InLoadOrderModuleList.Flink;
PLDR_DATA_TABLE_ENTRY Current = NULL;
while (CurrentEntry != &pPEB->Ldr->InLoadOrderModuleList && CurrentEntry != NULL)
{
Current = CONTAINING_RECORD(CurrentEntry, LDR_DATA_TABLE_ENTRY, InLoadOrderLinks);
if (Current->DllBase == hModule)
{
UNLINKED_MODULE CurrentModule = {0};
CurrentModule.hModule = hModule;
CurrentModule.RealInLoadOrderLinks = Current->InLoadOrderLinks.Blink->Flink;
CurrentModule.RealInInitializationOrderLinks = Current->InInitializationOrderLinks.Blink->Flink;
CurrentModule.RealInMemoryOrderLinks = Current->InMemoryOrderLinks.Blink->Flink;
CurrentModule.Entry = Current;
UnlinkedModules.push_back(CurrentModule);
UNLINK(Current->InLoadOrderLinks);
UNLINK(Current->InInitializationOrderLinks);
UNLINK(Current->InMemoryOrderLinks);
break;
}
CurrentEntry = CurrentEntry->Flink;
}
}
Example of usage:
Code:
HINSTANCE g_hinstDLL = NULL;
DWORD WINAPI Init(LPVOID)
{
for(;;) {
Sleep(200);
//Hecks here
if (GetAsyncKeyState(VK_F5) & 1) {
RelinkModuleToPEB(g_hinstDLL);
FreeLibraryAndExitThread(g_hinstDLL, ERROR_SUCCESS);
}
}
}
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID)
{
if (fdwReason == DLL_PROCESS_ATTACH) {
g_hinstDLL = hinstDLL;
UnlinkModuleFromPEB(hinstDLL);
CreateThread(NULL, 0, Init, NULL, 0, NULL);
}
return 1;
}
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11/25/2012, 20:22
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#533
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Join Date: May 2012
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Kann jm die funktion von Yazzn erklären
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11/27/2012, 17:12
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#534
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Join Date: Nov 2012
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Source Date :
char sDATE [20] = " ";
void Date(char *str,char *format)
{
struct tm * current_tm;
time_t current_time;
time (¤t_time);
current_tm = localtime (¤t_time);
sprintf( sDATE, "%02d.%d.%d",current_tm->tm_mday,current_tm->tm_mon+1,current_tm->tm_year-100+2000);
}
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11/27/2012, 17:42
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#535
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Quote:
Originally Posted by [N]oSoul
Source Date :
char sDATE [20] = " ";
void Date(char *str,char *format)
{
struct tm * current_tm;
time_t current_time;
time (¤t_time);
current_tm = localtime (¤t_time);
sprintf( sDATE, "%02d.%d.%d",current_tm->tm_mday,current_tm->tm_mon+1,current_tm->tm_year-100+2000);
}
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char sDATE[50] = {NULL};
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11/27/2012, 17:49
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#536
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Join Date: Dec 2010
Posts: 1,129
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Quote:
Originally Posted by TradEmArk™˟
char sDATE[50] = {NULL};
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" " ist äquivalent zu { ' ', 0 }. Ob man hier jetzt { 0 } oder { ' ', 0 } verwendet zur Initialisierung, macht weitaus weniger aus als deine Verschwendung von Bytes – wenn man denn davon absieht, dass das auf den meisten heutigen Systemen eh nichts ausmacht.
Seine Maske ist mit "%02d.%2d.%4d" gleich { 'd', 'd', '.', 'm', 'm', '.', 'y', 'y', 'y', 'y', 0 } und besteht damit aus maximal 11 Bytes. Unter der Annahme, dass dieser Code auf einer IA-86 Architektur ausgeführt wird, wird man also optimal 12 Bytes verwenden für den Buffer, keinesfalls aber 50.
Deine Verbesserung war also lediglich eine Verschlimmbesserung.
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11/28/2012, 14:00
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#537
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Join Date: Mar 2011
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#help
my norecoil is not in 1 place.. it is in 3 places...
give me source plsss.. to make it in 1 place.
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11/28/2012, 14:20
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#538
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elite*gold: 678
Join Date: Sep 2011
Posts: 877
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Quote:
Originally Posted by tagzkienet
#help
my norecoil is not in 1 place.. it is in 3 places...
give me source plsss.. to make it in 1 place.
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If you are using the offset method , which is public
just checkout the offsets near to yours ( +0x4 , +0x8 | - 0x4 , -0x8 )
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11/28/2012, 22:27
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#539
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Join Date: Jul 2011
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the source for norecoil is:
Code:
*(float*)( Player + OFS_NoRecoil1 ) = 0.0F;
*(float*)( Player + OFS_NoRecoil2 ) = 0.0F;
*(float*)( Player + OFS_NoRecoil3 ) = 0.0F;
And if you are using that you may want SuperNoSpread
Code:
*(double*)( ADR_SNS ) = 0;
Enjoy!
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11/29/2012, 06:23
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#540
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Join Date: Jun 2010
Posts: 59
Received Thanks: 86
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can aniwant help me i have a request for all of you i need a little hack if anyone can help.
i need the sorscode like dat i can update.
all i want
all i want is >>>CrossHair/NoRecoil/SuperNoSpread/Rapidfire/ZeroDelay/NoReload/Chams or ESP >>>>willing to trade for uberstrike xp hack by RUBIO CANO not released yet
take a look>>>>>>> http://www.elitepvpers.com/forum/facebook/2258788-release-uberstrike-xp-hack-rubio-cano.html<<<<<<<<<
sorry for my bad english
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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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