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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
12/30/2012, 15:39
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#601
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Quote:
Originally Posted by igor206
#Request
Just a simply working speed source
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//Speed Stuff
//Speed Normal
{
if(GetAsyncKeyState(VK_NUMPAD0) &1<< 0xF)
{
*(float*)ADR_SPEED = 100.0f;
}
}
//Speed x2
{
if(GetAsyncKeyState(VK_NUMPAD1) &1<< 0xF)
{
*(float*)ADR_SPEED = 150.0f;
}
}
//Speed x3
{
if(GetAsyncKeyState(VK_NUMPAD2) &1<< 0xF)
{
*(float*)ADR_SPEED = 200.0f;
}
}
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12/30/2012, 18:56
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#602
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Join Date: Jul 2011
Posts: 3,812
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Quote:
Originally Posted by BlackKurd0"
//Speed Stuff
//Speed Normal
{
if(GetAsyncKeyState(VK_NUMPAD0) &1<< 0xF)
{
*(float*)ADR_SPEED = 100.0f;
}
}
//Speed x2
{
if(GetAsyncKeyState(VK_NUMPAD1) &1<< 0xF)
{
*(float*)ADR_SPEED = 150.0f;
}
}
//Speed x3
{
if(GetAsyncKeyState(VK_NUMPAD2) &1<< 0xF)
{
*(float*)ADR_SPEED = 200.0f;
}
}
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Also , ich bin mir nicht 100% sicher , ich habe nichts mehr mit C++ im Zusammenhang mit War Rock zu tun, aber ich glaube das Speed 2 mal gepatched wurde, oder nicht?
Code:
switch(x_Speed)
{
case 0: Patch<double>((void*)ADR_SPEED,96);break;
case 1: Patch<double>((void*)ADR_SPEED,96*2);break;
case 2: Patch<double>((void*)ADR_SPEED,96*3);break;
case 3: Patch<double>((void*)ADR_SPEED,96*4);break;
case 4: Patch<double>((void*)ADR_SPEED,96*5);break;
case 5: Patch<double>((void*)ADR_SPEED,96*6);break;
case 6: Patch<double>((void*)ADR_SPEED,96*7);break;
}
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12/31/2012, 10:42
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#603
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Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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Quote:
Originally Posted by xroute66x™ :)
Also , ich bin mir nicht 100% sicher , ich habe nichts mehr mit C++ im Zusammenhang mit War Rock zu tun, aber ich glaube das Speed 2 mal gepatched wurde, oder nicht?
Code:
switch(x_Speed)
{
case 0: Patch<double>((void*)ADR_SPEED,96);break;
case 1: Patch<double>((void*)ADR_SPEED,96*2);break;
case 2: Patch<double>((void*)ADR_SPEED,96*3);break;
case 3: Patch<double>((void*)ADR_SPEED,96*4);break;
case 4: Patch<double>((void*)ADR_SPEED,96*5);break;
case 5: Patch<double>((void*)ADR_SPEED,96*6);break;
case 6: Patch<double>((void*)ADR_SPEED,96*7);break;
}
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Was willst du bitte mit dieser unsinnigen Jumptable?
Dein Code ist äquivalent zu
Code:
if(x_Speed > 0 && x_Speed < 7)
Patch<double>(reinterpret_cast<void*>(ADR_SPEED), 96.0 * (x_Speed + 1));
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12/31/2012, 11:56
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#604
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Join Date: Jan 2012
Posts: 1,082
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Fast :P
Code:
if(x_Speed => 0 && x_Speed < 7)
Patch<double>(reinterpret_cast<void*>(ADR_SPEED), 96.0 * (x_Speed + 1));
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12/31/2012, 12:10
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#605
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Join Date: Dec 2010
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Quote:
Originally Posted by Yazzn (:
Fast :P
Code:
if(x_Speed => 0 && x_Speed < 7)
Patch<double>(reinterpret_cast<void*>(ADR_SPEED), 96.0 * (x_Speed + 1));
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Setzt sich der Wert nicht von alleine zurück?
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12/31/2012, 12:43
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#606
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Join Date: Jan 2012
Posts: 1,082
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Afaik nicht.
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12/31/2012, 13:18
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#607
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Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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Dann sollte man natürlich deine Lösung benutzen.
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12/31/2012, 20:50
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#608
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Join Date: Dec 2012
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Received Thanks: 1
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please working fast plant/defuse source :P
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01/02/2013, 13:19
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#609
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Please the default value of STW
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01/03/2013, 14:54
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#610
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Quote:
Originally Posted by igor206
Please the default value of STW
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Open Cheat Engine -> Add Address -> Select Float as Type -> Enter the STW Address -> Checkout the STW default Value
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01/04/2013, 04:54
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#611
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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#define ADR_FastPlantDefuse 0xA4E9D
void WriteMemory(void *adr, void *ptr, int size)
{
DWORD dwback;
VirtualProtect(adr,size,PAGE_EXECUTE_READWRITE, &dwback);
memcpy(adr,ptr,size);
VirtualProtect(adr,size,dwback, &dwback);
}
template <typename T>void WriteMemory(void* adr,T Vaule,T *Input = NULL)
{
if(Input == 0)
WriteMemory((void*)adr,(void*)&Vaule,sizeof(T));
else
WriteMemory((void*)Input,(void*)adr,sizeof(T));
}
void FastPlantDefusethread()
{
if( FastPlantDefuse )
{
if ( GetAsyncKeyState ('F'))
{
WriteMemory<float>((void*)ADR_FastPlantDefuse,999. 0F);
}
}
Sleep(0);}
Credits:
UnknownPK(WriteMemory Function)
R3dLine(Fast Plant / Defuse)(im not 100% Sure)
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01/04/2013, 12:38
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#612
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Join Date: Sep 2012
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Quote:
Originally Posted by Angel-Piece
#define ADR_FastPlantDefuse 0xA4E9D
void WriteMemory(void *adr, void *ptr, int size)
{
DWORD dwback;
VirtualProtect(adr,size,PAGE_EXECUTE_READWRITE, &dwback);
memcpy(adr,ptr,size);
VirtualProtect(adr,size,dwback, &dwback);
}
template <typename T>void WriteMemory(void* adr,T Vaule,T *Input = NULL)
{
if(Input == 0)
WriteMemory((void*)adr,(void*)&Vaule,sizeof(T));
else
WriteMemory((void*)Input,(void*)adr,sizeof(T));
}
void FastPlantDefusethread()
{
if( FastPlantDefuse )
{
if ( GetAsyncKeyState ('F'))
{
WriteMemory<float>((void*)ADR_FastPlantDefuse,999. 0F);
}
}
Sleep(0);}
Credits:
UnknownPK(WriteMemory Function)
R3dLine(Fast Plant / Defuse)(im not 100% Sure)
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Wenn das mit dieser Speed Addy ist, ist es von mir ^^
ZEUGS VON KING7, DENKE NUTZLOS.....
Code:
DWORD bpHS = DetouringHackShield();
if ( bpHS == 1337 )
{
unsigned long MProtection;
if ( ProtectVirtualProtect((void*)0x401000,ADR_WRSizeEnd,0x04,&MProtection) )
{
BYTE bpRetn0C [3] = { 0xC2,0x0C,0x00 };
BYTE bpJmp [1] = { 0xEB };
Tools.MemPatch((void*)(ADR_CallBack),bpRetn0C,3);
Tools.MemPatch((void*)(ADR_NoErrorKick),bpJmp,1);
Tools.AddLog(/*C:\\WGH_WR_CHEATLOG.txt*/XorStr<0xC5,23,0x9E949C20>("\x86\xFC\x9B\x9F\x8E\x82\x94\x9B\x9F\x91\x8C\x98\x94\x93\x87\x98\x9A\x91\xF9\xAC\xA1\xAE"+0x9E949C20).s,/*%s - Hooking Class...*/XorStr<0xA3,22,0xA6E80543>("\x86\xD7\x85\x8B\x87\xE0\xC6\xC5\xC0\xC5\xC3\xC9\x8F\xF3\xDD\xD3\xC0\xC7\x9B\x98\x99"+0xA6E80543).s,Tools.AddTime());
EndScene_RET = ( ADR_WREndScene + 0x7 );
Detour->Create((PBYTE)ADR_WREndScene,(LPBYTE)new_endscene,DETOUR_TYPE_NOP_JMP,DETOUR_LEN_AUTO);
Reset_RET = ( ADR_WRReset + 0x5 );
Detour->Create((PBYTE)ADR_WRReset,(LPBYTE)new_reset,DETOUR_TYPE_JMP,DETOUR_LEN_AUTO);
Trasformer_RET = ( ADR_WRTrasformer + 0x6 );
Detour->Create((PBYTE)ADR_WRTrasformer,(LPBYTE)new_trasformer,DETOUR_TYPE_NOP_JMP,DETOUR_LEN_AUTO);
DrawIndexedPrimitive_Player_RET = ( ADR_WRDrawIndexP + 0x17 );
Detour->Create((PBYTE)ADR_WRDrawIndexP,(LPBYTE)new_drawindexedprimitive_player,DETOUR_TYPE_NOP_JMP,DETOUR_LEN_AUTO);
Tools.AddLog(/*C:\\WGH_WR_CHEATLOG.txt*/XorStr<0xC5,23,0x9E949C20>("\x86\xFC\x9B\x9F\x8E\x82\x94\x9B\x9F\x91\x8C\x98\x94\x93\x87\x98\x9A\x91\xF9\xAC\xA1\xAE"+0x9E949C20).s,/*%s - Hook working!*/XorStr<0x5C,19,0xE5BE5D4B>("\x79\x2E\x7E\x72\x40\x29\x0D\x0C\x0F\x45\x11\x08\x1A\x02\x03\x05\x0B\x4C"+0xE5BE5D4B).s,Tools.AddTime());
ProtectVirtualProtect((void*)0x401000,ADR_WRSizeEnd,MProtection,0);
}
}
}
void __cdecl cMenu :: PrintText ( int * UpGames , int * InChat, char *szName, BYTE *Red, BYTE *Green, BYTE *Blue )
{
__asm
{
push UpGames
push InChat
push Red
pop edi
push Green
push Blue
push szName
mov esi,ADR_GameText
call esi
}
}
int playerstat = Player->status;
wTarget.x = wPlayer.x;
if(Player->wVehicle != 0) {wTarget.y = wPlayer.y; wTarget.z = wPlayer.z-3; }//stand/ walk
else if(Mode==0)
{
if(playerstat == 65590 || playerstat == 65591 || playerstat == 65607 || playerstat == 65606 || playerstat == 65610 || playerstat == 65611 || playerstat == 65612 || playerstat == 65613 || playerstat == 65620 || playerstat == 65621 || playerstat == 65622)
{wTarget.y = wPlayer.y; wTarget.z = wPlayer.z; }//stand/ walk
else if(playerstat == 65608) {wTarget.y = wPlayer.y-10; wTarget.z = wPlayer.z-3; }//stand lean left
else if(playerstat == 65609) {wTarget.y = wPlayer.y+14; wTarget.z = wPlayer.z-3; }//stand lean right
else if(playerstat == 65623 || playerstat == 65628 || playerstat == 65629 || playerstat == 65630 || playerstat == 65631)
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01/05/2013, 21:33
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#613
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elite*gold: 0
Join Date: Dec 2012
Posts: 39
Received Thanks: 18
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Speed & SuperJump Nomenu Sources by me.
Give Credits if you want.
SuperJump
Code:
float superjump = 500;
if (GetAsyncKeyState(VK_RIGHT)&1) superjump += 500;
if (GetAsyncKeyState(VK_LEFT)&1) superjump -= 500;
if (superjump<500) superjump = 500;
if (GetAsyncKeyState(VK_CONTROL)&0x8000)
*(float*)(pp+OFS_Z) = superjump;
Speed
Code:
double speed = 96;
if (GetAsyncKeyState(VK_UP)&1) speed +=96;
if (GetAsyncKeyState(VK_DOWN)&1) speed -=96;
if (speed<96) speed=96;
WritePatch<double>((void*)ADR_SPEED,speed);
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01/06/2013, 16:13
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#614
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elite*gold: 0
Join Date: Dec 2012
Posts: 27
Received Thanks: 7
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Quote:
Originally Posted by xXxNoMenuxXx
Speed & SuperJump Nomenu Sources by me.
Give Credits if you want.
SuperJump
Code:
float superjump = 500;
if (GetAsyncKeyState(VK_RIGHT)&1) superjump += 500;
if (GetAsyncKeyState(VK_LEFT)&1) superjump -= 500;
if (superjump<500) superjump = 500;
if (GetAsyncKeyState(VK_CONTROL)&0x8000)
*(float*)(pp+OFS_Z) = superjump;
Speed
Code:
double speed = 96;
if (GetAsyncKeyState(VK_UP)&1) speed +=96;
if (GetAsyncKeyState(VK_DOWN)&1) speed -=96;
if (speed<96) speed=96;
WritePatch<double>((void*)ADR_SPEED,speed);
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When i see this, it hurts.
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01/06/2013, 17:12
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#615
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elite*gold: 0
Join Date: Dec 2012
Posts: 39
Received Thanks: 18
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Quote:
Originally Posted by RXNullpointer
When i see this, it hurts. 
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Warum?
Irgendetwas falsch oder Source zu lang?
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