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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
01/14/2013, 16:53
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#631
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Quote:
Originally Posted by ignorehax
UPS@
Where to set the Speed's here?
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Just go back a few pages and look it up right there.
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01/14/2013, 18:23
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#632
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01/14/2013, 18:29
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#633
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Quote:
Originally Posted by ignorehax
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You don't even know how to copy and paste code? xD
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01/14/2013, 18:44
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#634
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The code which is a few pages ago does not work
And in the code I do not know how to set the speed bar, you could add to that Speed's value of 2, 5, 10 and 15 times higher?
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01/14/2013, 18:53
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#635
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Please do me a favor and never post again in this topic.
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01/14/2013, 19:40
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#636
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Quote:
Originally Posted by ignorehax
I will write until I get Source Code
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You already got!
You aren't able to copy and paste xD
and dont be so angry to us, dude.
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01/14/2013, 20:13
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#637
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Quote:
Originally Posted by ignorehax
I will write until I get Source Code
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Here u have a fully working source i just coded 4 you like 1minute ago :
Now u got ur speed hack . Now Pls stop asking stupid question . just stop asking questions
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01/15/2013, 07:18
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#638
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Quote:
Originally Posted by Angel-Piece
Here u have a fully working source i just coded 4 you like 1minute ago :
Now u got ur speed hack . Now Pls stop asking stupid question . just stop asking questions
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Wieso machst du die nicht mit Offset?
So Crash auf 32bit
MFG
EXO
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01/15/2013, 16:48
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#639
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Quote:
Originally Posted by ~ExoduS~*
Wieso machst du die nicht mit Offset?
So Crash auf 32bit
MFG
EXO
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in Meine Hack mach ichs Per OFS. Für so ein Kleinen N00b sollte dieser source aber reichen
mfg angel
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01/16/2013, 21:04
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#640
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Quote:
Originally Posted by Angel-Piece
Here u have a fully working source i just coded 4 you like 1minute ago :
Now u got ur speed hack . Now Pls stop asking stupid question . just stop asking questions
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What about proper credits to Unknown PK?
#Learntocode he said
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01/16/2013, 21:38
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#641
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request ByPass!!
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01/17/2013, 16:00
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#642
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ESP 3D Boxes
Code:
void Draw3DBox(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );
D3DXMatrixTranslation(&ObjWorldMatrices, Pos.x, Pos.y, Pos.z);
pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pDevice->SetRenderState( D3DRS_FOGENABLE, false );
pBoxMesh->DrawSubset(0);
pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void SetupMatrices(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
float x=Pos.x,y=Pos.y,z=Pos.z,r=D3DX_PI/2.0;
float world=5.0f;
D3DXMATRIX matWorld;
D3DXMATRIX matTemp;
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matWorld, float x, float y, float z );
D3DXMATRIX* D3DXMatrixRotationY( D3DXMATRIX &matTemp, float r );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matTemp, float x, float y, float z );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
pDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
D3DXCreateBox( pDevice,15,38,15, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed , sizeof(bRed) , &fRed );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue , sizeof(bBlue) , &fBlue );
LPDIRECT3DTEXTURE9 fRed = NULL;
LPDIRECT3DTEXTURE9 fBlue = NULL;
const BYTE bRed[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00};
const BYTE bBlue[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00};
if( cEsp.CH_BoxEsp3D)
{
Draw3DBox(PlayerView,pDevice);
}
Credits:
s0beit
Kazbah
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01/17/2013, 19:11
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#643
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Quote:
Originally Posted by Zyzz__
ESP 3D Boxes
Code:
void Draw3DBox(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
//pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
//pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
pDevice->GetTransform(D3DTS_WORLD, &SavedMatrices );
D3DXMatrixTranslation(&ObjWorldMatrices, Pos.x, Pos.y, Pos.z);
pDevice->SetTransform(D3DTS_WORLD, &ObjWorldMatrices);
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pDevice->SetRenderState( D3DRS_FOGENABLE, false );
pBoxMesh->DrawSubset(0);
pDevice->SetTransform(D3DTS_WORLD, &SavedMatrices );
}
void SetupMatrices(D3DXVECTOR3 Pos,IDirect3DDevice9 *pDevice)
{
float x=Pos.x,y=Pos.y,z=Pos.z,r=D3DX_PI/2.0;
float world=5.0f;
D3DXMATRIX matWorld;
D3DXMATRIX matTemp;
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matWorld, float x, float y, float z );
D3DXMATRIX* D3DXMatrixRotationY( D3DXMATRIX &matTemp, float r );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX &matTemp, float x, float y, float z );
D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX &matWorld, float world, D3DXMATRIX &matTemp );
pDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
D3DXCreateBox( pDevice,15,38,15, &pBoxMesh, 0);
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed , sizeof(bRed) , &fRed );
D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bBlue , sizeof(bBlue) , &fBlue );
LPDIRECT3DTEXTURE9 fRed = NULL;
LPDIRECT3DTEXTURE9 fBlue = NULL;
const BYTE bRed[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00};
const BYTE bBlue[] = {0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00};
if( cEsp.CH_BoxEsp3D)
{
Draw3DBox(PlayerView,pDevice);
}
Credits:
s0beit
Kazbah
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ehmm warum hast du dich im credits?
die souce ist Public.
1.in Bubble Base
2. kannst hier gucken
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01/17/2013, 22:20
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#644
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elite*gold: 73
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Received Thanks: 8,546
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Bau die von crossfire halt ein dann wirste sehn was ich gemacht hab
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01/21/2013, 17:40
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#645
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Zerodelay :
Code:
#define Ofs_NoDelay 0x10410
if ( ZeroDelay )
{
*(DWORD *)(dwPlayerPtr + Ofs_NoDelay) |= (1 << 10);
}
credits: __underscore
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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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