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War Rock Cheat Programming Discussion

Discussion on War Rock Cheat Programming Discussion within the WarRock forum part of the Shooter category.

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Old 01/04/2014, 17:10   #481
 
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when its so simple release full cracked & injectable dll pls ty otherwise stfu
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Old 01/04/2014, 17:54   #482
 
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WHAT PROOF DOWNLOAD UR SELF AND TRY BY UR SELF O_O

But you are too n00b, TO crack your own protection by yourself because you are stupid LOL!
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Old 01/04/2014, 17:57   #483
 
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Quote:
WHAT PROOF DOWNLOAD UR SELF AND TRY BY UR SELF O_O

But you are too n00b, TO crack your own protection by yourself because you are stupid LOL!
i dont test infected **** from u sry

btw dll is the public one and old why is it the same version disav0w stole from the streamer ?

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Old 01/04/2014, 17:59   #484
 
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How to bypass :
Code:
#define HS_Anticrash 0x0046304
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Old 01/07/2014, 12:46   #485
 
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Quote:
Originally Posted by Alliance™ View Post
How to bypass :
Code:
#define HS_Anticrash 0x0046304
U need more addys not only that one Addy to Anti Crash cheat protection!

here you have the addy
Code:
#define HS_1 0x00
#define HS_2 0x00
#define HS_3 0x00
#define HS_4 0x00
#define HS_5 0x001
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Old 01/07/2014, 20:11   #486
 
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i have all address of bypass hackshield but i dont have opcode for HS_Anticrash
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Old 01/08/2014, 09:57   #487
 
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Xor Key

Client to Server 112

I need the Server to Client
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Old 01/08/2014, 17:16   #488


 
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Quote:
Originally Posted by ~iToXiiC View Post
Xor Key

Client to Server 112

I need the Server to Client
101
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Old 01/08/2014, 20:40   #489
 
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#request latest dump as i have no WR Global client
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Old 01/08/2014, 20:53   #490
 
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yo, hooking ist toll :3
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Old 01/09/2014, 03:29   #491



 
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Willst du nicht irgendwie bei DreamExecution Programmierer werden? Dein buffer ist kleiner als der receive buffer -> Der buffer overflow ist dir sicher. Außerdem gibt mir dein asm aids. Bei deinem "C with classes" fange ich gar nicht erst an.
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Old 01/09/2014, 16:29   #492
 
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Quote:
Originally Posted by Peter File View Post
Willst du nicht irgendwie bei DreamExecution Programmierer werden? Dein buffer ist kleiner als der receive buffer -> Der buffer overflow ist dir sicher. Außerdem gibt mir dein asm aids. Bei deinem "C with classes" fange ich gar nicht erst an.


defaq das war mir einfach nur so n test. ey chill -.-
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Old 01/15/2014, 17:07   #493
 
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Ist es Möglich die ZeroDelay Schieß geschwindigkeit zu verlangsamen ?
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Old 01/15/2014, 19:57   #494
 
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Quote:
Originally Posted by GTGameerish View Post
Ist es Möglich die ZeroDelay Schieß geschwindigkeit zu verlangsamen ?
Du könntest es nur für einzelne Frames aktivieren.
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Old 01/16/2014, 17:27   #495
 
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UPDATED / 18-1-14

Quote:
//================================================== ==\
//================\Hepe2567 LOGGER//=================\
//================================================== ==\

==============[ POINTER ADDYS ]============

#define ADR_PLAYERBASE 0x00B03DB0
#define ADR_SERVERBASE 0x00AFE578
#define ADR_HealthPointer 0x0031FB8
#define ADR_BasePointer 0x00B36598
#define ADR_DevicePointer 0x008DF2C4
#define ADR_UserPointer 0x00AFE578
#define ADR_WeaponPointer 0x0094E4B8
#define ADR_ViewAngels 0x00AFD610
#define ADR_REMOTPOINT 0x00B861C0
#define OFS_GLOBALINDEX 0x00B18
#define ADR_XTRUCT 0x008240C

================[ ADR ]====================

#define ADR_GLASS 0x00AFD70C
#define ADR_SPEED 0x008E2618
#define ADR_VirtualJump 0x008E22C4
#define ADR_ImDrunk 0x00AFD9E4
#define ADR_CQCPRONE 0x00AFD744
#define ADR_SCOPE 0x0094E5A0
#define ADR_NoSpawnwait1 0x00BA0844
#define ADR_NoSpawnwait2 0x00BA0848
#define ADR_NoSpawnwait3 0x00BA084C
#define ADR_FastMedic 0x00B083C4
#define ADR_FastAmmo 0x00B083BC
#define ADR_FASTFLAG 0x00B083CC
#define ADR_FREPAIR 0x00B04454
#define ADR_AFK 0x00B96220
#define ADR_NOSPREAD 0x0010110
#define ADR_NOBOUNDS1 0x00B9626C
#define ADR_NOBOUNDS2 0x00B96270
#define ADR_NOBOUNDS3 0x00B96274
#define ADR_PlantAnyWhere 0x00AFD64E
#define ADR_DefuseAnyWhere 0x0094E5BC
#define ADR_FastNadeBlast 0x0010114
#define ADR_Weapon1 0x00101EC
#define ADR_Weapon2 0x00101EE
#define ADR_Weapon3 0x00101F0
#define ADR_Index 0x00C498
#define ADR_AntiAbnormal1 0x124
#define ADR_AntiAbnormal2 0x125
#define ADR_AntiAbnormal3 0x360
#define ADR_AntiAbnormal4 0x361

================[ MEM ]====================

#define MEM_BONESHOT 0x008E3250
#define MEM_Invisible 0x00B7E4C
#define MEM_STW 0x008A543C
#define MEM_WTW 0x008AB7CC
#define MEM_WUW 0x00B0ABD4
#define MEM_WTH 0x008DED80
#define MEM_NORECOIL 0x008E26A8
#define MEM_SNOSPREAD 0x008E2298
#define MEM_UNLAMMO 0x00513E63

================[ OFS ]====================

#define OFS_X 0x0010300
#define OFS_Y 0x0010310
#define OFS_Z 0x0010308
#define OFS_ViewX 0x00101D4
#define OFS_ViewY 0x00101D8
#define OFS_ViewZ 0x00101DC
#define OFS_PlayerState 0x001024C
#define OFS_NoFallDamage 0x00102E8
#define OFS_Premium 0x0000108
#define OFS_Premium 0x000010C
#define OFS_PlayerState 0x001024C
#define OFS_SLOT_1 0x009F1E0
#define OFS_SLOT_2 0x009F1E1
#define OFS_SLOT_3 0x009F1E2
#define OFS_SLOT_4 0x009F1E3
#define OFS_SLOT_5 0x009F1E4
#define OFS_SLOT_6 0x009F1E5
#define OFS_SLOT_7 0x009F1E6
#define OFS_SLOT_8 0x009F1E7
#define OFS_NoRecoil1 0x00C444
#define OFS_NoRecoil2 0x00C448
#define OFS_NoRecoil3 0x00C44C
#define OFS_GRAVITY_X 0x00C4AC
#define OFS_GRAVITY_Y 0x00C4B0
#define OFS_GRAVITY_Z 0x00C4B4
#define OFS_Player_Z 0x0010300
#define OFS_LEVEL 0x00B7E18
#define OFS_Pitch 0x00101A8
#define OFS_Yaw 0x00101C4
#define OFS_AutoPlant 0x0010370
#define OFS_AutoDefuse 0x0010374
#define OFS_AutoShot 0x0010386
#define OFS_NoM134Idle 0x00103F4
#define OFS_FASTRELOAD 0x00C0A0C
#define OFS_SUPERMASTER 0x009C750
#define OFS_ZOMBINDAMAGE 0x00B7E4C

================[ ASM ]====================

#define ASM_OPK 0x00408110
#define ASM_UnlAmmo 0x00513E63
#define ASM_EngineText 0x00401073
#define ASM_MessageBox 0x004BC3DB
#define ASM_FastRelo1 0x0051C66A
#define ASM_FastRelo2 0x005A0E18
#define ASM_WTW 0x0077AA10
#define ASM_VehiculoSuperFire1 0x00427653
#define ASM_NoReload 0x0051C47E
#define ASM_NoRecoil 0x005010DD
#define ASM_NOSPREAD 0x00510852
#define ASM_AUTOAMMO1 0x005080ED
#define ASM_AUTOAMMO2 0x0050812D
#define ASM_STAMINA1 0x004019DC
#define ASM_STAMINA2 0x004573F5
#define ASM_STAMINA3 0x004F8051
#define ASM_INVISIBLE 0x0042AECA
#define ASM_STAMINAUP1 0x004093A3
#define ASM_STAMINAUP2 0x004093EA
#define ASM_BONESHOT 0x0044A81A
#define ASM_SHOTTHRU1 0x0060F0A0
#define ASM_SHOTTHRU2 0x0060F0A6
#define ASM_BULLETS 0x00510ABC
#define ASM_BULLETSJMP 0x00510AC8

//================[ ASM_Bypass ]====================

#define MXCallBack1 0x93780
#define MXCallBack2 0xAC28
#define MXNanoScan1 0xB6C04
#define MXNanoScan2 0xB3D4D
#define MXDetection 0xAB90
#define MXNanoCheck1 0x47D2E
#define MXNanoCheck2 0x44C3F
#define MXHSAntiCrash 0x47DA4
#define MXHSDetection 0x3667D
#define MXHSHANDLER1 0x5E587A
#define MXHSHANDLER2 0x6ABF66

X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~[Hepe2567]~~~~~~~~~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~[Addy Logger SusesFull]-~~~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X

struct CPlayer
{
char Hepe1[50244];//0x00
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char Hepe2[72];//0xC450
BYTE Index;//0xC498
char Hepe3[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char Hepe4[144];//0x10118
float Pitch;//0x101A8
char Hepe5[24];//0x101AC
float Yaw;//0x101C4
char Hepe6[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char Hepe7[24];//0xC4B8
int WeaponState;//0xC4D0
char Hepe8[15420];//0xC4D4
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char Hepe9[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char Hepe10[90];//0x101F2
BYTE PlayerState;//0x1024C
char Hepe9[155];//0x1024D
float NoFallDamage;//0x102E8
char Hepe11[20];//0x102EC
float PosX;//0x10300
char Hepe12[4];//0x10304
float PosY;//0x10308
char Hepe13[4];//0x10304
float PosZ;//0x10308
char Hepe14[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char Hepe15[14];//0x10378
DWORD AutoShot;//0x10386
char Hepe16[106];//0x1038A
float NoM134Idle;//0x103F4
};


struct CBase
{
CPlayer* local;
char* Hepe2567[533516]
CPlayer** player;
};
CBase* pPlayer = (CBase*)(ADR_PLAYERPOINTER);


struct CServer
{
char Hepe1[292];//0x00
BYTE AntiAbnormal1;//0x124
BYTE AntiAbnormal2;//0x125
char Hepe2[570];//0x126
BYTE AntiAbnormal3;//0x360
BYTE AntiAbnormal4;//0x361
char Hepe3[554];//0x362
int Premium;//0x58C
long PremiumDays;//0x590
};


struct CVehicle
{
char* Hepe2567[10731572]
float Pitch;//0xA3C034
float Yaw;//0xA3C038
};

X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~[Struct Logger SusesFull]~~~~~~~~~~~~~~~~~~X
X~~~~~~~~~~~~[CBase, CPlayer, CServer, CVehicle]~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~[Credit]: [Hepe2567] - [Tequila]~~~~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
X~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~X
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