Register for your free account! | Forgot your password?

Go Back   elitepvpers > Shooter > WarRock
You last visited: Today at 22:04

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



Warrock - Code Snippets

Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.

Closed Thread
 
Old 11/14/2012, 21:12   #526
 
xXrussXx's Avatar
 
elite*gold: 0
Join Date: May 2012
Posts: 643
Received Thanks: 846
Exclamation

Quote:
Originally Posted by ~ExoduS~* View Post
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
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
xXrussXx is offline  
Old 11/15/2012, 17:54   #527
 
elite*gold: 25
Join Date: Jun 2012
Posts: 141
Received Thanks: 9
suche crc bypass skype = thekingofff
homechecker1 is offline  
Old 11/24/2012, 22:12   #528
 
elite*gold: 0
Join Date: Jul 2011
Posts: 53
Received Thanks: 11
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!
scraprecon is offline  
Thanks
1 User
Old 11/24/2012, 23:11   #529
 
elite*gold: 0
Join Date: Sep 2012
Posts: 167
Received Thanks: 284
you can do backtolobby with the asm adress too without bypass
Kаzbah is offline  
Old 11/25/2012, 03:02   #530
 
elite*gold: 0
Join Date: Jul 2011
Posts: 53
Received Thanks: 11
Yeah, its called inline asm.
scraprecon is offline  
Old 11/25/2012, 09:19   #531
 
elite*gold: 0
Join Date: Mar 2011
Posts: 14
Received Thanks: 2
#request
Updated Engine Text Source Code..
PLEASE..

Thanks in Advance..
tagzkienet is offline  
Old 11/25/2012, 13:32   #532



 
+Yazzn's Avatar
 
elite*gold: 420
Join Date: Jan 2012
Posts: 1,082
Received Thanks: 1,000
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;
}
+Yazzn is offline  
Thanks
17 Users
Old 11/25/2012, 20:22   #533
 
xXrussXx's Avatar
 
elite*gold: 0
Join Date: May 2012
Posts: 643
Received Thanks: 846
Arrow

Kann jm die funktion von Yazzn erklären
xXrussXx is offline  
Old 11/27/2012, 17:12   #534
 
[N]oSoul's Avatar
 
elite*gold: 0
Join Date: Nov 2012
Posts: 109
Received Thanks: 142
Source Date :

char sDATE [20] = " ";

void Date(char *str,char *format)
{
struct tm * current_tm;
time_t current_time;
time (&current_time);
current_tm = localtime (&current_time);
sprintf( sDATE, "%02d.%d.%d",current_tm->tm_mday,current_tm->tm_mon+1,current_tm->tm_year-100+2000);
}
[N]oSoul is offline  
Old 11/27/2012, 17:42   #535
 
Phantom.'s Avatar
 
elite*gold: 0
Join Date: Apr 2012
Posts: 1,510
Received Thanks: 3,014
Quote:
Originally Posted by [N]oSoul View Post
Source Date :

char sDATE [20] = " ";

void Date(char *str,char *format)
{
struct tm * current_tm;
time_t current_time;
time (&current_time);
current_tm = localtime (&current_time);
sprintf( sDATE, "%02d.%d.%d",current_tm->tm_mday,current_tm->tm_mon+1,current_tm->tm_year-100+2000);
}
char sDATE[50] = {NULL};
Phantom. is offline  
Old 11/27/2012, 17:49   #536
 
Raz9r's Avatar
 
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
Quote:
Originally Posted by TradEmArk™˟ View Post
char sDATE[50] = {NULL};
" " 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.
Raz9r is offline  
Thanks
7 Users
Old 11/28/2012, 14:00   #537
 
elite*gold: 0
Join Date: Mar 2011
Posts: 14
Received Thanks: 2
#help
my norecoil is not in 1 place.. it is in 3 places...
give me source plsss.. to make it in 1 place.
tagzkienet is offline  
Old 11/28/2012, 14:20   #538


 
Cyno™'s Avatar
 
elite*gold: 678
Join Date: Sep 2011
Posts: 877
Received Thanks: 2,492
Quote:
Originally Posted by tagzkienet View Post
#help
my norecoil is not in 1 place.. it is in 3 places...
give me source plsss.. to make it in 1 place.
If you are using the offset method , which is public
just checkout the offsets near to yours ( +0x4 , +0x8 | - 0x4 , -0x8 )
Cyno™ is offline  
Old 11/28/2012, 22:27   #539
 
elite*gold: 0
Join Date: Jul 2011
Posts: 53
Received Thanks: 11
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!
scraprecon is offline  
Old 11/29/2012, 06:23   #540
 
elite*gold: 0
Join Date: Jun 2010
Posts: 59
Received Thanks: 86
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
cano1024 is offline  
Closed Thread


Similar Threads Similar Threads
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!)



All times are GMT +1. The time now is 22:05.


Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2026 elitepvpers All Rights Reserved.