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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 08/06/2013, 02:53   #46
 
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Search struct: CBase
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Old 08/07/2013, 15:41   #47
 
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Quote:
Originally Posted by Spe@ker View Post
Search struct: CBase

Code:
//####################[ Marekiarox Logger ]####################//
//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER                   0xAED33C
#define ADR_SERVERPOINTER                   0xAE7B04
#define ADR_HEALTHPOINTER                   0x31FB8
#define ADR_REMOTEPOINTER                   0xB6F6F0
#define ADR_VIEWANGELS                      0xAE6BB0
#define ADR_DEVICEPOINTER                   0x8CA344
#define ADR_BASEPOINTER                     0xB1FCC8
#define ADR_STATEPOINTER                    0xAED364
#define ADR_WEAPONPOINTER                   0xB0BD28
#define ADR_VEHICLEPOINTER                  0xAE6D1C
#define ADR_VEHICLEPOINTER2                 0xAE6CB4
#define ADR_GPUPOINTER                      0x8CA344
#define ADR_ZOMBIEMAPPOINTER                0xAE6FBC
#define ADR_BOMBPOINTER                     0xAED95C
#define ADR_WARROCKHWID                     0xAE6BAC
#define ADR_GEARBASE                        0xB0BD20
#define ADR_MATRIXPOINTER                   0xA75478
#define ADR_REMOTEVEHICLE                   0xAE6CB4
#define ADR_ROOMCLASS                       0xAED950
#define ADR_USERPOINTER                     0xAE7B04
#define ADR_USERBASE                        0xAED95C
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE                0xAE6BD4
#define ADR_STARTSTAMINA                    0x897CC0
#define ADR_STAMINAROLL                     0x897CC8
#define ADR_BONESHOT                        0x8CE2E0
#define ADR_BONESHOT2                       0xB89CF0
#define ADR_SPEED                           0x8CD6B0
#define ADR_NOSPAWNWAIT1                    0xB89C24
#define ADR_NOSPAWNWAIT2                    0xB89C28
#define ADR_NOSPAWNWAIT3                    0xB89C2C
#define ADR_NOBOUNDS1                       0xB7F68C
#define ADR_NOBOUNDS2                       0xB7F690
#define ADR_NOBOUNDS3                       0xB7F69E
#define ADR_SCOPE                           0x938460
#define ADR_SCOPESIZE                       0x938468
#define ADR_PLANTANYWHERE                   0xAE6BEE
#define ADR_DEFUSEANYWHERE                  0x93847C
#define ADR_STW                             0xAE6FD4
#define ADR_WUW                             0xAF4164
#define ADR_WTH                             0x8C9E00
#define ADR_GMWARNING                       0xB1179C
#define ADR_GMWARNINGIP                     0xB1139C
#define ADR_SUPERNOSPREAD                   0x8CD318
#define ADR_WEAPONGLOBAL1                   0xB0BCE8
#define ADR_WEAPONGLOBAL2                   0xB603C0
#define ADR_CLANTAG1                        0xB0BCC8//*(PINT) 1
#define ADR_CLANTAG2                        0xB0BC84//*(PINT) 1
#define ADR_CLANTAG3                        0xB0BCD0//*(PINT) 1
#define ADR_CLANTAG4                        0xB0A74C//*(PINT) 1
#define ADR_CLANTAG5                        0xAA35A4//*(PINT) 1
#define ADR_CLANTAG6                        0xB2034C//(PCHAR)Name of Clan 
#define ADR_FASTAMMO                        0xAF194C
#define ADR_FASTHEALTH                      0xAF1954
//########################[ Offsets ]########################//
#define OFS_X                               0x10300
#define OFS_Y                               0x10310
#define OFS_Z                               0x10308
#define OFS_GRAVITY_Y                       0xC4B0
#define OFS_GRAVITY_X                       0xC4B8
#define OFS_GRAVITY_Z                       0xC4B4
#define OFS_SLOT1                           0x9F1E0
#define OFS_SLOT2                           0x9F1E1
#define OFS_SLOT3                           0x9F1E2
#define OFS_SLOT4                           0x9F1E3
#define OFS_SLOT5                           0x9F1E4
#define OFS_SLOT6                           0x9F1E5
#define OFS_SLOT7                           0x9F1E6
#define OFS_SLOT8                           0x9F1E7
#define OFS_VIEW_X                          0x101D4
#define OFS_VIEW_Y                          0x101DC
#define OFS_VIEW_Z                          0x101D8
#define OFS_3DPLAYERVIEW                    0x101A0
#define OFS_WALKHEIGHT                      0x8CD344
#define OFS_INVISIBLE                       0xB7E44
#define OFS_FASTNADEBLAST                   0x10114
#define OFS_PITCH                           0x101A8
#define OFS_YAW                             0x101C4
#define OFS_WEAPONSTATE                     0xC4D0
#define OFS_WEAPON1                         0x101EC
#define OFS_WEAPON2                         0x101EE
#define OFS_WEAPON3                         0x101F0
#define OFS_NORECOIL1                       0xC444
#define OFS_NORECOIL2                       0xC448
#define OFS_NORECOIL3                       0xC450
#define OFS_NOSPREAD                        0x10110
#define OFS_NOFALLDAMAGE                    0x102E8
#define OFS_AUTOPLANT                       0x10370
#define OFS_AUTODEFUSE                      0x10374
#define OFS_AUTOSHOT                        0x10386
#define OFS_NODELAY                         0xFAILED
#define OFS_NORELOAD                        0x1040D
#define OFS_PLAYERSTATE                     0xC4CC
#define OFS_PLAYERSPEED                     0x1010C
#define OFS_WEAPONDAMAGE                    0x14C0
#define OFS_WEAPONDEFENCE                   0x14C4
#define OFS_WEAPONRANGE                     0x14C8
#define OFS_AMMONUMBER                      0x14CC
#define OFS_MAGAZINENUMBER                  0x14D0
#define OFS_WEAPONWHEIGHT                   0x14EC
#define OFS_GLOBALSIZE                      0xB10
#define OFS_PLAYERID                        0xFAILED
//########################[ Assembly ]########################//
#define ASM_WARROCKCHECK1                   0x51D15E
#define ASM_WARROCKCHECK2                   0x5DD412
#define ASM_SELFCRC                         0xFAILED
#define ASM_WARROCKANTICRASH                0x51D15E
#define ASM_QUICKPLANT                      0x513058
#define ASM_QUICKDEFUSE                     0x50F158
#define ASM_AUTOAMMO                        0x507C52
#define ASM_RADARGPS                        0x59E57E
#define ADR_AutoHeal1                       0x00507D5B
#define ADR_AutoHeal2                       0x00507FC8
#define ASM_MOVETOLOBBY                     0x4E122C
#define ASM_SNIPERAMMO                      0x60D578
#define ASM_ASSAULTAMMO                     0x42B43E
#define ASM_BACKTOLOBBY                     0x4E0EB3
#define ASM_MINEVIEW1                       0x448498
#define ASM_MINEVIEW2                       0x448516
#define ASM_UNLOXYGEN                       0x509D98
#define ASM_ESPHEALTH                       0x45DB8D
#define ASM_OPK1                            0x40812B
#define ASM_OPK2                            0x408134
#define ASM_OPK3                            0x408130
//########################[ Structs ]########################//
struct CPlayer
{
  BYTE _00[50244];//0x00
  FLOAT NoRecoil1;//0xC444
  FLOAT NoRecoil2;//0xC448
  FLOAT NoRecoil3;//0xC450
  BYTE _01[72];//0xC454
  BYTE Index;//0xC49C
  BYTE _02[27];//0xC49D
  FLOAT GravityX;//0xC4B8
  FLOAT GravityZ;//0xC4B4
  FLOAT GravityY;//0xC4B0
  BYTE _03[24];//0xC4B8
  INT WeaponState;//0xC4D0
  BYTE _04[15416];//0xC4D4
  FLOAT PlayerSpeed;//0x1010C
  FLOAT NoSpread;//0x10110
  FLOAT FastNadeBlast;//0x10114
  BYTE _05[20];//0x102EC
  FLOAT PosX;//0x10300
  BYTE _06[4];//0x10304
  float PosY;//0x10310
  BYTE _07[4];//0x10314
  float PosZ;//0x10300
};
CPlayer * GetLocalPlayer()
{
  DWORD dwPlayerPointer = *(DWORD*)(0xAED33C);
  if ( dwPlayerPointer )
  {
    return ( CPlayer* )(dwPlayerPointer);
  }
  return ( 0 );
}
CPlayer * pLocalPlayer = GetLocalPlayer();
struct CBase
{
	CPlayer* pLocal; 
	char* ExoduS[0x823B0];
	CPlayer** pGlobal;
};
CBase* p_Player = (CBase*)(0x0AED33C);
//######[ Credits to : CyberMask,NoName,R3D_L1n3,Exodus,Cyno,King7,Straqu az,CyberRazzer,Eagl3,AeroMan,Areys2nD,Kazbah,iKito ,Marekiarox ]######//
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Old 08/09/2013, 12:20   #48
 
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Request. How to Code Weapon Hack. what address need?
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Old 08/10/2013, 13:53   #49
 
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Request: WarRock 20th June 2013 DUMP

Got it.
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Old 08/12/2013, 15:01   #50
 
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#Request

OFS_NoFallDamage
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Old 08/12/2013, 16:20   #51
 
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//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER 0xAED33C
#define ADR_SERVERPOINTER 0xAE7B04
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_REMOTEPOINTER 0xB6F6F0
#define ADR_VIEWANGELS 0xAE6BB0
#define ADR_DEVICEPOINTER 0x8CA344
#define ADR_BASEPOINTER 0xB1FCC8
#define ADR_STATEPOINTER 0xAED364
#define ADR_WEAPONPOINTER 0xB0BD28
#define ADR_VEHICLEPOINTER 0xAE6D1C
#define ADR_VEHICLEPOINTER2 0xAE6CB4
#define ADR_GPUPOINTER 0x8CA344
#define ADR_ZOMBIEMAPPOINTER 0xAE6FBC
#define ADR_BOMBPOINTER 0xAED95C
#define ADR_WARROCKHWID 0xAE6BAC
#define ADR_GEARBASE 0xB0BD20
#define ADR_MATRIXPOINTER 0xA75478
#define ADR_REMOTEVEHICLE 0xAE6CB4
#define ADR_ROOMCLASS 0xAED950
#define ADR_USERPOINTER 0xAE7B04
#define ADR_USERBASE 0xAED95C
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE 0xAE6BD4
#define ADR_STARTSTAMINA 0x897CC0
#define ADR_STAMINAROLL 0x897CC8
#define ADR_BONESHOT 0x8CE2E0
#define ADR_BONESHOT2 0xB89CF0
#define ADR_SPEED 0x8CD6B0
#define ADR_NOSPAWNWAIT1 0xB89C24
#define ADR_NOSPAWNWAIT2 0xB89C28
#define ADR_NOSPAWNWAIT3 0xB89C2C
#define ADR_NOBOUNDS1 0xB7F68C
#define ADR_NOBOUNDS2 0xB7F690
#define ADR_NOBOUNDS3 0xB7F69E
#define ADR_SCOPE 0x938460
#define ADR_SCOPESIZE 0x938468
#define ADR_PLANTANYWHERE 0xAE6BEE
#define ADR_DEFUSEANYWHERE 0x93847C
#define ADR_STW 0xAE6FD4
#define ADR_WUW 0xAF4164
#define ADR_WTH 0x8C9E00
#define ADR_GMWARNING 0xB1179C
#define ADR_GMWARNINGIP 0xB1139C
#define ADR_SUPERNOSPREAD 0x8CD318
#define ADR_WEAPONGLOBAL1 0xB0BCE8
#define ADR_WEAPONGLOBAL2 0xB603C0
#define ADR_CLANTAG1 0xB0BCC8//*(PINT) 1
#define ADR_CLANTAG2 0xB0BC84//*(PINT) 1
#define ADR_CLANTAG3 0xB0BCD0//*(PINT) 1
#define ADR_CLANTAG4 0xB0A74C//*(PINT) 1
#define ADR_CLANTAG5 0xAA35A4//*(PINT) 1
#define ADR_CLANTAG6 0xB2034C//(PCHAR)Name of Clan
#define ADR_FASTAMMO 0xAF194C
#define ADR_FASTHEALTH 0xAF1954
//########################[ Offsets ]########################//
#define OFS_X 0x10300
#define OFS_Y 0x10310
#define OFS_Z 0x10308
#define OFS_GRAVITY_Y 0xC4B0
#define OFS_GRAVITY_X 0xC4B8
#define OFS_GRAVITY_Z 0xC4B4
#define OFS_SLOT1 0x9F1E0
#define OFS_SLOT2 0x9F1E1
#define OFS_SLOT3 0x9F1E2
#define OFS_SLOT4 0x9F1E3
#define OFS_SLOT5 0x9F1E4
#define OFS_SLOT6 0x9F1E5
#define OFS_SLOT7 0x9F1E6
#define OFS_SLOT8 0x9F1E7
#define OFS_VIEW_X 0x101D4
#define OFS_VIEW_Y 0x101DC
#define OFS_VIEW_Z 0x101D8
#define OFS_3DPLAYERVIEW 0x101A0
#define OFS_WALKHEIGHT 0x8CD344
#define OFS_INVISIBLE 0xB7E44
#define OFS_FASTNADEBLAST 0x10114
#define OFS_PITCH 0x101A8
#define OFS_YAW 0x101C4
#define OFS_WEAPONSTATE 0xC4D0
#define OFS_WEAPON1 0x101EC
#define OFS_WEAPON2 0x101EE
#define OFS_WEAPON3 0x101F0
#define OFS_NORECOIL1 0xC444
#define OFS_NORECOIL2 0xC448
#define OFS_NORECOIL3 0xC450
#define OFS_NOSPREAD 0x10110
#define OFS_NOFALLDAMAGE 0x102E8
#define OFS_AUTOPLANT 0x10370
#define OFS_AUTODEFUSE 0x10374
#define OFS_AUTOSHOT 0x10386
#define OFS_NODELAY 0x0
#define OFS_NORELOAD 0x1040D
#define OFS_PLAYERSTATE 0xC4CC
#define OFS_PLAYERSPEED 0x1010C
#define OFS_WEAPONDAMAGE 0x14C0
#define OFS_WEAPONDEFENCE 0x14C4
#define OFS_WEAPONRANGE 0x14C8
#define OFS_AMMONUMBER 0x14CC
#define OFS_MAGAZINENUMBER 0x14D0
#define OFS_EFFECTRANGE 0x14D4
#define OFS_PARABOLA 0x14D8
#define OFS_SHOTSPEED 0x14E8
#define OFS_WEAPONWHEIGHT 0x14EC
#define OFS_GLOBALSIZE 0xB10
//########################[ Assembly ]########################//
#define Assembly_Bullets 0x5104E0
#define Assembly_OPK 0x408123
#define Assembly_UNLAMMO 0x513BFE
#define Assembly_Artillery1 0x4F8351
#define Assembly_Artillery2 0x4F85C6
#define Assembly_CQCPatch 0x4190D1
#define Assembly_MoveToLobby 0x4E122C
#define Assembly_SniperAmmo 0x60D578
#define Assembly_AssaultAmmo 0x42B43E
#define Assembly_BackToLobby 0x4E0EB3
#define Assembly_VehicleGPSColor 0x415E1F
#define Assembly_ESP Health 0x45DB8D
#define Assembly_GameText 0x401073
#define Assembly_SWITCHTIME 0x516291
#define Assembly_MAPPING 0x4B0387
#define Assembly_NODELAY 0x4533EC
#define Assembly_MINEVIEW1 0x448498
#define Assembly_MINEVIEW2 0x448516
#define Assembly_ANTI_M14 0x7268E5
#define Assembly_ASSZOOM 0x4567D3
#define Assembly_Command 0x4E14A2
#define Assembly_Deatchcam 0x456844
#define Assembly_STAMINAUP1 0x4093C3
#define Assembly_FakeKik 0x507D41
#define Assembly_ForeceKick 0x4E16ED
#define Assembly_EXTRAAMMO 0x456790
#define Assembly_EXTRsAAMMO 0x4567A9
#define Assembly_ANTI_FLASH 0x5AB168
#define Assembly_CROSSHAIR 0x578295
#define Assembly_AUTOREPAIR 0x4275C1
#define Assembly_AUTOREPAIR2 0x4275F0
#define Assembly_RadarGps 0x59E57E
#define Assembly_SuperNoSpread 0x42BD57
#define Assembly_AutoStart_Ready 0x547948
#define Assembly_UnlOxygen 0x509D98
#define Assembly_VisibleCheck 0x5D1A7D
#define Assembly_VehicleNFD 0x42A9EB
#define Assembly_CQCProne 0x4E9D31
#define Assembly_BANDAGE 0x456790
#define Assembly_RegBone 0x401928
#define Assembly_TakeBase 0x453FCD
#define Assembly_TakeBase2 0x453FDB
#define Assembly_SPUP 0x4093C3
#define Assembly_OPK1 0x40812B
#define Assembly_OPK2 0x408134
#define Assembly_OPK3 0x408140
#define Assembly_BackToLobby 0x4E114E
#define Assembly_BackToLobby2 0x4E07E0
#define Assembly_EngineText 0x401073
#define Assembly_EVENTNEWS 0x40F0AF
#define Assembly_CreateBone 0x77A6D0
//########################[ Structs ]########################//
struct CPlayer
{
BYTE _00[50244];//0x00
FLOAT NoRecoil1;//0xC444
FLOAT NoRecoil2;//0xC448
FLOAT NoRecoil3;//0xC450
BYTE _01[72];//0xC454
BYTE Index;//0xC49C
BYTE _02[27];//0xC49D
FLOAT GravityX;//0xC4B8
FLOAT GravityZ;//0xC4B4
FLOAT GravityY;//0xC4B0
BYTE _03[24];//0xC4B8
INT WeaponState;//0xC4D0
BYTE _04[15416];//0xC4D4
FLOAT PlayerSpeed;//0x1010C
FLOAT NoSpread;//0x10110
FLOAT FastNadeBlast;//0x10114
BYTE _05[20];//0x102EC
FLOAT PosX;//0x10300
BYTE _06[4];//0x10304
float PosY;//0x10310
BYTE _07[4];//0x10314
float PosZ;//0x10300
};
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Old 08/12/2013, 23:44   #52
 
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Code:
//=========================================\
//=============== xCyberAce Logger =============\
//=============      v.1.0     ============\
//============= Start logging =============\
//=========================================\

//~~~~~~~~~~~~Pointers~~~~~~~~~~~~
unsigned long ptrLocalPlayer = 0x00AED33C;
unsigned long ptrRemotePlayer = 0x00B6F6F0;
unsigned long ptrLocalServer = 0x00AE7B04;
unsigned long ptrRemoteBase = 0x00B1FCC8;
unsigned long ptrViewPort = 0x00AE6BB0;
unsigned long ptrWeapon1 = 0x00B0BCE8;
unsigned long ptrWeapon2 = 0x00B603C0;
unsigned long ptrVehicle1 = 0x00AE6D1C;
unsigned long ptrVehicle2 = 0x00AE6CB4;

//~~~~~~~~~~~~Memory~~~~~~~~~~~~~
unsigned long memWalkHeigth = 0x008CD390;
unsigned long memClanTag1 = 0x00B0BCC8;
unsigned long memClanTag2 = 0x00B0BC84;
unsigned long memClanTag3 = 0x00B0BCD0;
unsigned long memClanTag4 = 0x00B0BCCC;
unsigned long memClanChat = 0x00AA35A4;
unsigned long memClanName = 0x00B0BC88;
unsigned long memSpeed = 0x008CD6B0;
unsigned long memGlobalSpeed = 0x00AE6BD4;
unsigned long memSTW = 0x00AE6FD4;
unsigned long memBoneShot = 0x008CE2E0;
unsigned long memNoBounds = 0x00B7F68C;
unsigned long memNoSpawnWait = 0x00B89C24;
unsigned long memPlantAnyWhere = 0x00AE6BEE;
unsigned long memDefuseAnyWhere = 0x0093847C;

//~~~~~~~~~~~~Binder~~~~~~~~~~~~~
unsigned long adrClassBase = 0x00B20668;
unsigned long adrSlotBase = 0x009E040;
unsigned long adrWeaponBase = 0x00B0BD28;

//~~~~~~~~~~~~Offsets~~~~~~~~~~~~~
unsigned long ofsRecoil = 0x00C448;
unsigned long ofsViewX = 0x00101D4;
unsigned long ofsViewY = 0x00101D8;
unsigned long ofsViewZ = 0x00101DC;
unsigned long ofsPosX = 0x0010300;
unsigned long ofsPosY = 0x0010308;
unsigned long ofsPosZ = 0x0010310;
unsigned long ofsPitch = 0x00101A8;
unsigned long ofsYaw = 0x00101C4;
unsigned long ofsNoFallDamage = 0x00102E8;
unsigned long ofsGlobalSize = 0x00B10;
unsigned long ofsLocalSize = 0x00A1DC;
unsigned long ofsSlot1 = 0x009F1E0;
unsigned long ofsSlot2 = 0x009F1E1;
unsigned long ofsSlot3 = 0x009F1E2;
unsigned long ofsSlot4 = 0x009F1E3;
unsigned long ofsSlot5 = 0x009F1E4;
unsigned long ofsSlot6 = 0x009F1E5;
unsigned long ofsSlot7 = 0x009F1E6;
unsigned long ofsSlot8 = 0x009F1E7;
unsigned long ofsInvisible = 0x00B7E44;

//~~~~~~~~~~~~Weapon Offsets~~~~~~~~~~~~~
unsigned long ofsDamage = 0x0014C0;
unsigned long ofsDefence = 0x0014C4;
unsigned long ofsRange = 0x0014C8;
unsigned long ofsAmmoNumber = 0x0014CC;
unsigned long ofsMagazineNumber = 0x0014D0;
unsigned long ofsEffectRange = 0x0014D4;
unsigned long ofsParabola = 0x0014D8;
unsigned long ofsSpeed = 0x0014E8;
unsigned long ofsWeaponWheight = 0x0014EC;

//~~~~~~~~~~~~Remote~~~~~~~~~~~~~
unsigned long ofsRemoteName = 0x0063C;

//~~~~~~~~~~~~Assembler~~~~~~~~~~~~~
unsigned long asmNoHSKick = 0x004E0EBF; // PUSH 6400
unsigned long asmStamina1 = 0x000; // 1 JMP
unsigned long asmStamina2 = 0x000; // 1 JMP
unsigned long asmStamina3 = 0x000; // 1 JMP
unsigned long asmArtillery1 = 0x004F8351; // 2 NOPS
unsigned long asmArtillery2 = 0x004F85C6; // 2 NOPS
unsigned long asmArtillery3 = 0x00596C4B; // 1 JMP
unsigned long asmArtillery4 = 0x005788C8; // 6 NOPS

//~~~~~~~~~~~~Structs~~~~~~~~~~~~
class CPlayer
{
public:
  CHAR _00[0x101A8];
  FLOAT fPitch;
  CHAR _01[0x18];
  FLOAT fYaw;
  CHAR _02[0xC];
  FLOAT fReadableX;
  FLOAT fReadableY;
  FLOAT fReadableZ;
  CHAR _03[0x120];
  FLOAT fWriteableX;
  CHAR _04[0x4];
  FLOAT fWriteableY;
  CHAR _05[0x4];
  FLOAT fWriteableZ;
}; // => 0x10314

class CWeapon
{
public:
	CHAR _00[0x14C0];
	DWORD dDamage;
	DWORD dDefence;
	DWORD dRange;
	DWORD dAmmoNum;
	DWORD dMagazineNum;
	DWORD dEffectRange;
	DWORD dParabola;
	CHAR _01[0xC];
	DWORD dShotSpeed;
	DWORD dWeight;
}; // => 0x14F0

class CBase
{
public:
	CPlayer* _Local;
	CHAR _00[0x823B0]
	CPlayer** _Remote;
}; // => 0xB6F6F4

CBase* _pBase = (CBase*)0x00AED33C;
CPlayer* _pPlayer = (CPlayer*)0x00AED33C;
//==============  Next logging  ===========\
Have fun!
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Old 08/13/2013, 04:21   #53
 
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#Request base warrock updated

Request Detour ?


Quote:
int D3D(void)
{
HINSTANCE hD3D;
DWORD vTable[105];
hD3D=0;
do {
hD3D = GetModuleHandle("d3d9.dll");
if (!hD3D) Sleep(10);
} while(!hD3D);

if (D3Ddiscover((void *)&vTable[0],420)==0) return 0;
{

pPresent = (oPresent)DetourCreate((DWORD)vTable[17], (DWORD)myPresent,12);


Sleep(100);
}

return 0;
}
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Old 08/13/2013, 06:25   #54
 
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PARABOLA
REACTAMOUNT
REACTRECOVERY

MEANING???
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Old 08/13/2013, 15:55   #55
 
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#request

ByPass Addys?
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Old 08/13/2013, 16:31   #56
 
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Quote:
#request

ByPass Addys?
0x87CB0 // EHSVC
0x0A238 // EHSVC
0xA692E // EHSVC
0xA9450 // EHSVC
0x51CFF2 // WarRock
0x5DB992 // WarRock

from 19.06
Kazbah__ is offline  
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1 User
Old 08/17/2013, 14:35   #57
 
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Hier mal ein paar unnötige Funktionen. Hatte Langeweile xD

Code:
							if(KD_RoomExP10 == 1)
		{
			MEMwrite((void *)(0x00563441),(PBYTE *)"\x90\x90 ",2);
		}else{
			MEMwrite((void *)(0x00563441),(PBYTE *)"\x74\x09",2);
		}
							if(KD_RoomExP5 == 1)
		{
			MEMwrite((void *)(0x0056341E),(PBYTE *)"\x90\x90 ",2);
		}else{
			MEMwrite((void *)(0x0056341E),(PBYTE *)"\x74\x09",2);
		}
							if(vsIcon == 1)
		{
			MEMwrite((void *)(0x005633FB),(PBYTE *)"\x90\x90 ",2); 
		}else{
			MEMwrite((void *)(0x005633FB),(PBYTE *)"\x74\x09",2);
		}
							if(EventRoom1 == 1)
		{
			MEMwrite((void *)(0x005634AF),(PBYTE *)"\x90\x90 ",2); 
		}else{
			MEMwrite((void *)(0x005634AF),(PBYTE *)"\x74\x09",2);
		}
Full Credits to me.
*KingDevil* is offline  
Old 08/17/2013, 17:16   #58
 
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Quote:
Originally Posted by *KingDevil* View Post
Hier mal ein paar unnötige Funktionen. Hatte Langeweile xD

Code:
							if(EventRoom1 == 1)
		{
			MEMwrite((void *)(0x005634AF),(PBYTE *)"\x90\x90 ",2); 
		}else{
			MEMwrite((void *)(0x005634AF),(PBYTE *)"\x74\x09",2);
		}
Full Credits to me.
Event Room? Errrm......
GigaByte™ is offline  
Old 08/17/2013, 17:22   #59
 
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Quote:
Originally Posted by GigaByte™ View Post
Event Room? Errrm......
Eventroom !1! This are Icons. first check out, then post.
*KingDevil* is offline  
Old 08/17/2013, 17:30   #60
 
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Posts: 594
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Quote:
Originally Posted by *KingDevil* View Post
Eventroom !1! This are Icons. first check out, then post.
I don't ****** know I don't speak your language and you call it "EventRoom1" same way I could call it "NoSpread" so idk what it's doing. Chill
GigaByte™ is offline  
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