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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 10/19/2014, 16:53   #841
 
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Some Addresses:
Code:
#define ADR_PLAYERPOINTER 0x00AD9EA4
#define ADR_SERVERPOINTER 0x00AD8E48
#define ADR_DEVICEPOINTER 0x00AD7ED8
#define ADR_BASEPOINTER 0x00B2B7D8
#define OFS_DEVICEPOINTER 0x002B930
#define ADR_PLAYERSIZE 0x0B18 //[005BF20D] >> IMUL ECX,ECX,0B18

#define OFS_X 0x0010300
#define OFS_Y 0x0010310
#define OFS_Z 0x0010308
#define OFS_NOFALLDAMAGE 0x00102EC
#define OFS_PLAYERSTATE 0x0C4D0

#define ADR_SWIM1 0x00*
#define ADR_SWIM2 0x00*
#define ADR_INVEHICLE 0xAD9EC8
#define ADR_SPEED 0x8FAFF8
#define ADR_SCOPE 0x9631E0
#define ADR_SPEEDROLLING 0x8FAE28

#define ADR_WEAPONGLOBAL1 0x0AF8458
#define ADR_WEAPONGLOBAL2 0x0C05408

#define ASM_SNIPERPX 0x0045A7BB
#define ASM_BANDAGE 0x004547EF
#define ASM_ASSAULTAMMO 0x00454769
#define ASM_SNIPERAMMO 0x00456637
#define ASM_STAMINAUP1 0x00409361
#define ASM_STAMINAUP2 0x004093A8

#define ADR_NORECOIL 0x0050241F
#define ADR_NOSPREAD 0x005111F2
#define ADR_NODELAY  0x0051E1B0
#define ADR_NORELOAD 0x0051E1F1
#define ADR_UNLIMITEDAMMO  0x00515A4D
#define ADR_ONEPOSITIONKILL1 0x004080D4
#define ADR_ONEPOSITIONKILL2 0x004080E0
#define ADR_ONEPOSITIONKILL3 0x004080EC
#define ADR_STW1 0x0061B9D0
#define ADR_STW2 0x0061B9D6
#define ADR_WTW 0x00787160
#define ADR_AUTOHEAL1 0x00*
#define ADR_AUTOHEAL2 0x00*
#define ADR_AUTOAMMO1 0x00*
#define ADR_AUTOAMMO2 0x00*
#define ADR_AUTOREPAIR1 0x00*
#define ADR_AUTOREPAIR2 0x00*
#define ADR_AUTOREPAIR3 0x00*
#define ADR_BONESHOT 0x00* /* NOT SURE (BA FIRST BYTE) */
#define ADR_STAMINA1 0x004557EA
#define ADR_STAMINA2 0x00AF9CB0
#define ADR_STAMINA3 0x0050A2A3

#define ADR_FASTPLANT 0x00514DD7
#define ADR_FASTDEFUSE 0x00511486
#define ADR_DPANYWHERE 0x005904FE

#define ADR_MINESGPS1 0x00445D23 /* NOT SURE */
#define ADR_MINESGPS2 0x00445EFC /* NOT SURE */

#define ADR_NOBOUNDS1 0xB7AB24 /* TO UPDATE */
#define ADR_NOBOUNDS2 0xB7AB28 /* TO UPDATE */
#define ADR_NOBOUNDS3 0xB7AB36 /* TO UPDATE */
#define ADR_NOSPAWNWAIT1 0x00C2C67C
#define ADR_NOSPAWNWAIT2 0x00C2C680
#define ADR_NOSPAWNWAIT3 0x00C2C684
#define ADR_FASTAMMO 0x00ADE570
#define ADR_FASTHEALTH 0x00ADE588

#define OFS_SLOTS 0x003415C //[0056A7D5] >> CMP BYTE PTR DS:[EAX+3415C],0
#define ADR_ARTILLERY1 0x00* // EB 04 90 90 90
#define ADR_ARTILLERY3 0x00*
#define ADR_ARTILLERY4 0x00*
#define ADR_ARTILLERY5 0x00*
#define ADR_ARTILLERY6 0x00*
#define ADR_ARTILLERY7 0x00*
#define ADR_ARTILLERY8 0x00*
#define ADR_CHANNEL 0x00*

#define ADR_NOFLASH 0x005BCB87
#define ADR_DAMAGEAS 0x00*
#define ADR_RADARGPS 0x005AECD9
#define ADR_VEH_NODAMAGE 0x00427E11
#define ADR_VEH_NOOVERHEAT 0x00*
#define ADR_VEH_INVISIBLE 0x00*
#define ADR_VEH_SUPERFIRE1 0x00*
#define ADR_VEH_SUPERFIRE2 0x00*
#define ADR_VEH_SUPERFIRE3 0x00*

#define ADR_SPAMBOT 0x005218A7
#define ADR_USERKILL 0x00*

#define ADR_BULLETS 0x00*
#define ADR_BULLETSJMP 0x00*

#define ADR_PREMCROSSCALL1   0x00*
#define ADR_PREMCROSSCALL2   0x00*
#define ADR_PREMCROSSCHANGE  0x00*
#define ADR_PREMIUMCROSS1    0x00*
#define ADR_PREMIUMCROSS2    0x00*
#define ADR_UNLOCKCROSS      0x00*
€dit:
Telekill Source:
Code:
class CTelekill
{
	public:
		int fxPlayerID;
		CTelekill();
		void fxSelectPlayer();
		void fxTeleport();
};
CTelekill *CTeleKill = NULL;

CTelekill::CTelekill() {
	this->fxPlayerID = -1;
}

void CTelekill::fxSelectPlayer() {
	for (unsigned int mIndex = 0; mIndex < 32; mIndex++) {
		if (mIndex != this->fxPlayerID) {
			cPlayer* pPlayer = pBase->pRemote[mIndex];
			if (pPlayer != NULL) {
				if (pPlayer->LivingState != *(DWORD*)ADR_STATE_ISALIVE) {
					this->fxPlayerID = mIndex;
					break;
				}
			}
		}
	}
}

void CTelekill::fxTeleport() {
	int mTarget = this->fxPlayerID;
	cPlayer *pPlayer = pBase->pRemote[mTarget];
	if (pPlayer != NULL) {
		cPlayer *pLocal = pBase->pLocal;
		pLocal->PosX = pPlayer->PosX - 145;
		pLocal->PosY = pPlayer->PosY;
		pLocal->PosZ = pPlayer->PosZ;
	}
}
Usage:
Code:
	if (CH_TeleKill) {
					if (CTeleKill->fxPlayerID == -1 || GetAsyncKeyState(VK_RBUTTON) & 1)
						CTeleKill->fxSelectPlayer();

					cPlayer *pPlayer = pBase->pRemote[CTeleKill->fxPlayerID];
					if (pPlayer != NULL)
					{
						if (pPlayer->LivingState == *(DWORD*)ADR_STATE_ISALIVE)
							CTeleKill->fxSelectPlayer();
						CTeleKill->fxTeleport();
					}
				} else {
					CTeleKill->fxPlayerID = -1;
				}
What it does:
It teleports you to the next Player, and you can choose another player by pressing the right mouse button.

€dit: Some Addresses for IslandWar/NexusWar/UnitedWar
Code:
#define ADR_PLAYERPOINTER 0x00B163D0
#define ADR_SERVERPOINTER 0x00B10B98
#define ADR_REMOTEPOINTER 0x00B98120
#define ADR_PLAYERSIZE 0x0B00 //IMUL EAX,EAX,0B00

#define OFS_X 0x0010300
#define OFS_Y 0x0010310
#define OFS_Z 0x0010308
#define OFS_SPEED 0x001010C
#define OFS_NOFALLDAMAGE 0x00102E8
#define OFS_PING 0x170 // INT mPing = *(INT*)(dwServerPointer+OFS_PING);
#define OFS_ROOMID 0x2da20
#define OFS_ROOMSLOT 0x497c8
#define ADR_STATE_CHECK 0x00C4D4

#define ADR_QUICKPD 0x00B0FC54
#define ADR_SCOPE 0x009609F0
#define ADR_ENGINEFONT 0x00655570
#define ADR_STATE_ISALIVE 0x00B1643C

#define ADR_ALWAYSCROSSHAIR 0x00581F3D 
#define ADR_GPS 0x5A8F04
#define ADR_ARTILLERY1 0x004FACA6
#define ADR_ARTILLERY2 0x004FAF7D
#define ADR_ARTILLERY3 0x*
#define ADR_ARTILLERY4 0x*
#define ADR_ARTILLERY5 0x*
#define ADR_ARTILLERY6 0x*
#define ADR_ARTILLERY7 0x*
#define ADR_ARTILLERY8 0x*
#define ADR_DAMAGEAS 0x*
#define ADR_SPAMBOT 0x521B07
#define ADR_USERKILL 0x41735E
#define ADR_ZERODELAY 0x0051E5E6
#define ADR_BULLETS 0x00512D7C
#define ADR_BULLETSJMP 0x00512D88
#define ADR_CROSSCALL1 0x00581B8E
#define ADR_CROSSCALL2 0x00407FDD
#define ADR_CROSSCHANGE 0x00581BC4
#define ADR_PREMIUMCROSS1 0x00581D11
#define ADR_PREMIUMCROSS2 0x00581D19
#define ADR_UNLOCKCROSS 0x00581F3D
#define ADR_GPSFFA1 0x005A8F22
#define ADR_GPSFFA2 0x005AAEAA
#define ADR_NORESTRICTIONS 0x*
#define ADR_AUTOHEAL1 0x0050A56F
#define ADR_AUTOHEAL2 0x0050A7DC
#define ADR_AUTOAMMO1 0x0050A464
#define ADR_AUTOAMMO2 0x0050A4A4
#define ADR_FINDPLAYER 0x005178EB
r_a_z_0_r is offline  
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Old 11/01/2014, 09:06   #842
Trade Restricted
 
MRx86™'s Avatar
 
elite*gold: 30
Join Date: May 2013
Posts: 1,546
Received Thanks: 2,596
Quote:
Originally Posted by r_a_z_0_r View Post
Some Addresses:
Code:
#define ADR_PLAYERPOINTER 0x00AD9EA4
#define ADR_SERVERPOINTER 0x00AD8E48
#define ADR_DEVICEPOINTER 0x00AD7ED8
#define ADR_BASEPOINTER 0x00B2B7D8
#define OFS_DEVICEPOINTER 0x002B930
#define ADR_PLAYERSIZE 0x0B18 //[005BF20D] >> IMUL ECX,ECX,0B18

#define OFS_X 0x0010300
#define OFS_Y 0x0010310
#define OFS_Z 0x0010308
#define OFS_NOFALLDAMAGE 0x00102EC
#define OFS_PLAYERSTATE 0x0C4D0

#define ADR_SWIM1 0x00*
#define ADR_SWIM2 0x00*
#define ADR_INVEHICLE 0xAD9EC8
#define ADR_SPEED 0x8FAFF8
#define ADR_SCOPE 0x9631E0
#define ADR_SPEEDROLLING 0x8FAE28

#define ADR_WEAPONGLOBAL1 0x0AF8458
#define ADR_WEAPONGLOBAL2 0x0C05408

#define ASM_SNIPERPX 0x0045A7BB
#define ASM_BANDAGE 0x004547EF
#define ASM_ASSAULTAMMO 0x00454769
#define ASM_SNIPERAMMO 0x00456637
#define ASM_STAMINAUP1 0x00409361
#define ASM_STAMINAUP2 0x004093A8

#define ADR_NORECOIL 0x0050241F
#define ADR_NOSPREAD 0x005111F2
#define ADR_NODELAY  0x0051E1B0
#define ADR_NORELOAD 0x0051E1F1
#define ADR_UNLIMITEDAMMO  0x00515A4D
#define ADR_ONEPOSITIONKILL1 0x004080D4
#define ADR_ONEPOSITIONKILL2 0x004080E0
#define ADR_ONEPOSITIONKILL3 0x004080EC
#define ADR_STW1 0x0061B9D0
#define ADR_STW2 0x0061B9D6
#define ADR_WTW 0x00787160
#define ADR_AUTOHEAL1 0x00*
#define ADR_AUTOHEAL2 0x00*
#define ADR_AUTOAMMO1 0x00*
#define ADR_AUTOAMMO2 0x00*
#define ADR_AUTOREPAIR1 0x00*
#define ADR_AUTOREPAIR2 0x00*
#define ADR_AUTOREPAIR3 0x00*
#define ADR_BONESHOT 0x00* /* NOT SURE (BA FIRST BYTE) */
#define ADR_STAMINA1 0x004557EA
#define ADR_STAMINA2 0x00AF9CB0
#define ADR_STAMINA3 0x0050A2A3

#define ADR_FASTPLANT 0x00514DD7
#define ADR_FASTDEFUSE 0x00511486
#define ADR_DPANYWHERE 0x005904FE

#define ADR_MINESGPS1 0x00445D23 /* NOT SURE */
#define ADR_MINESGPS2 0x00445EFC /* NOT SURE */

#define ADR_NOBOUNDS1 0xB7AB24 /* TO UPDATE */
#define ADR_NOBOUNDS2 0xB7AB28 /* TO UPDATE */
#define ADR_NOBOUNDS3 0xB7AB36 /* TO UPDATE */
#define ADR_NOSPAWNWAIT1 0x00C2C67C
#define ADR_NOSPAWNWAIT2 0x00C2C680
#define ADR_NOSPAWNWAIT3 0x00C2C684
#define ADR_FASTAMMO 0x00ADE570
#define ADR_FASTHEALTH 0x00ADE588

#define OFS_SLOTS 0x003415C //[0056A7D5] >> CMP BYTE PTR DS:[EAX+3415C],0
#define ADR_ARTILLERY1 0x00* // EB 04 90 90 90
#define ADR_ARTILLERY3 0x00*
#define ADR_ARTILLERY4 0x00*
#define ADR_ARTILLERY5 0x00*
#define ADR_ARTILLERY6 0x00*
#define ADR_ARTILLERY7 0x00*
#define ADR_ARTILLERY8 0x00*
#define ADR_CHANNEL 0x00*

#define ADR_NOFLASH 0x005BCB87
#define ADR_DAMAGEAS 0x00*
#define ADR_RADARGPS 0x005AECD9
#define ADR_VEH_NODAMAGE 0x00427E11
#define ADR_VEH_NOOVERHEAT 0x00*
#define ADR_VEH_INVISIBLE 0x00*
#define ADR_VEH_SUPERFIRE1 0x00*
#define ADR_VEH_SUPERFIRE2 0x00*
#define ADR_VEH_SUPERFIRE3 0x00*

#define ADR_SPAMBOT 0x005218A7
#define ADR_USERKILL 0x00*

#define ADR_BULLETS 0x00*
#define ADR_BULLETSJMP 0x00*

#define ADR_PREMCROSSCALL1   0x00*
#define ADR_PREMCROSSCALL2   0x00*
#define ADR_PREMCROSSCHANGE  0x00*
#define ADR_PREMIUMCROSS1    0x00*
#define ADR_PREMIUMCROSS2    0x00*
#define ADR_UNLOCKCROSS      0x00*
€dit:
Telekill Source:
Code:
class CTelekill
{
	public:
		int fxPlayerID;
		CTelekill();
		void fxSelectPlayer();
		void fxTeleport();
};
CTelekill *CTeleKill = NULL;

CTelekill::CTelekill() {
	this->fxPlayerID = -1;
}

void CTelekill::fxSelectPlayer() {
	for (unsigned int mIndex = 0; mIndex < 32; mIndex++) {
		if (mIndex != this->fxPlayerID) {
			cPlayer* pPlayer = pBase->pRemote[mIndex];
			if (pPlayer != NULL) {
				if (pPlayer->LivingState != *(DWORD*)ADR_STATE_ISALIVE) {
					this->fxPlayerID = mIndex;
					break;
				}
			}
		}
	}
}

void CTelekill::fxTeleport() {
	int mTarget = this->fxPlayerID;
	cPlayer *pPlayer = pBase->pRemote[mTarget];
	if (pPlayer != NULL) {
		cPlayer *pLocal = pBase->pLocal;
		pLocal->PosX = pPlayer->PosX - 145;
		pLocal->PosY = pPlayer->PosY;
		pLocal->PosZ = pPlayer->PosZ;
	}
}
Usage:
Code:
	if (CH_TeleKill) {
					if (CTeleKill->fxPlayerID == -1 || GetAsyncKeyState(VK_RBUTTON) & 1)
						CTeleKill->fxSelectPlayer();

					cPlayer *pPlayer = pBase->pRemote[CTeleKill->fxPlayerID];
					if (pPlayer != NULL)
					{
						if (pPlayer->LivingState == *(DWORD*)ADR_STATE_ISALIVE)
							CTeleKill->fxSelectPlayer();
						CTeleKill->fxTeleport();
					}
				} else {
					CTeleKill->fxPlayerID = -1;
				}
What it does:
It teleports you to the next Player, and you can choose another player by pressing the right mouse button.

€dit: Some Addresses for IslandWar/NexusWar/UnitedWar
Code:
#define ADR_PLAYERPOINTER 0x00B163D0
#define ADR_SERVERPOINTER 0x00B10B98
#define ADR_REMOTEPOINTER 0x00B98120
#define ADR_PLAYERSIZE 0x0B00 //IMUL EAX,EAX,0B00

#define OFS_X 0x0010300
#define OFS_Y 0x0010310
#define OFS_Z 0x0010308
#define OFS_SPEED 0x001010C
#define OFS_NOFALLDAMAGE 0x00102E8
#define OFS_PING 0x170 // INT mPing = *(INT*)(dwServerPointer+OFS_PING);
#define OFS_ROOMID 0x2da20
#define OFS_ROOMSLOT 0x497c8
#define ADR_STATE_CHECK 0x00C4D4

#define ADR_QUICKPD 0x00B0FC54
#define ADR_SCOPE 0x009609F0
#define ADR_ENGINEFONT 0x00655570
#define ADR_STATE_ISALIVE 0x00B1643C

#define ADR_ALWAYSCROSSHAIR 0x00581F3D 
#define ADR_GPS 0x5A8F04
#define ADR_ARTILLERY1 0x004FACA6
#define ADR_ARTILLERY2 0x004FAF7D
#define ADR_ARTILLERY3 0x*
#define ADR_ARTILLERY4 0x*
#define ADR_ARTILLERY5 0x*
#define ADR_ARTILLERY6 0x*
#define ADR_ARTILLERY7 0x*
#define ADR_ARTILLERY8 0x*
#define ADR_DAMAGEAS 0x*
#define ADR_SPAMBOT 0x521B07
#define ADR_USERKILL 0x41735E
#define ADR_ZERODELAY 0x0051E5E6
#define ADR_BULLETS 0x00512D7C
#define ADR_BULLETSJMP 0x00512D88
#define ADR_CROSSCALL1 0x00581B8E
#define ADR_CROSSCALL2 0x00407FDD
#define ADR_CROSSCHANGE 0x00581BC4
#define ADR_PREMIUMCROSS1 0x00581D11
#define ADR_PREMIUMCROSS2 0x00581D19
#define ADR_UNLOCKCROSS 0x00581F3D
#define ADR_GPSFFA1 0x005A8F22
#define ADR_GPSFFA2 0x005AAEAA
#define ADR_NORESTRICTIONS 0x*
#define ADR_AUTOHEAL1 0x0050A56F
#define ADR_AUTOHEAL2 0x0050A7DC
#define ADR_AUTOAMMO1 0x0050A464
#define ADR_AUTOAMMO2 0x0050A4A4
#define ADR_FINDPLAYER 0x005178EB

finaly people using my way to check if player is alive ahah
MRx86™ is offline  
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Old 11/02/2014, 10:49   #843
 
znoeen's Avatar
 
elite*gold: 0
Join Date: May 2014
Posts: 58
Received Thanks: 33
Quote:
Originally Posted by r_a_z_0_r View Post
Some Addresses:
Code:
#define ADR_PLAYERPOINTER 0x00AD9EA4
#define ADR_SERVERPOINTER 0x00AD8E48
#define ADR_DEVICEPOINTER 0x00AD7ED8
#define ADR_BASEPOINTER 0x00B2B7D8
#define OFS_DEVICEPOINTER 0x002B930
#define ADR_PLAYERSIZE 0x0B18 //[005BF20D] >> IMUL ECX,ECX,0B18

#define OFS_X 0x0010300
#define OFS_Y 0x0010310
#define OFS_Z 0x0010308
#define OFS_NOFALLDAMAGE 0x00102EC
#define OFS_PLAYERSTATE 0x0C4D0

#define ADR_SWIM1 0x00*
#define ADR_SWIM2 0x00*
#define ADR_INVEHICLE 0xAD9EC8
#define ADR_SPEED 0x8FAFF8
#define ADR_SCOPE 0x9631E0
#define ADR_SPEEDROLLING 0x8FAE28

#define ADR_WEAPONGLOBAL1 0x0AF8458
#define ADR_WEAPONGLOBAL2 0x0C05408

#define ASM_SNIPERPX 0x0045A7BB
#define ASM_BANDAGE 0x004547EF
#define ASM_ASSAULTAMMO 0x00454769
#define ASM_SNIPERAMMO 0x00456637
#define ASM_STAMINAUP1 0x00409361
#define ASM_STAMINAUP2 0x004093A8

#define ADR_NORECOIL 0x0050241F
#define ADR_NOSPREAD 0x005111F2
#define ADR_NODELAY  0x0051E1B0
#define ADR_NORELOAD 0x0051E1F1
#define ADR_UNLIMITEDAMMO  0x00515A4D
#define ADR_ONEPOSITIONKILL1 0x004080D4
#define ADR_ONEPOSITIONKILL2 0x004080E0
#define ADR_ONEPOSITIONKILL3 0x004080EC
#define ADR_STW1 0x0061B9D0
#define ADR_STW2 0x0061B9D6
#define ADR_WTW 0x00787160
#define ADR_AUTOHEAL1 0x00*
#define ADR_AUTOHEAL2 0x00*
#define ADR_AUTOAMMO1 0x00*
#define ADR_AUTOAMMO2 0x00*
#define ADR_AUTOREPAIR1 0x00*
#define ADR_AUTOREPAIR2 0x00*
#define ADR_AUTOREPAIR3 0x00*
#define ADR_BONESHOT 0x00* /* NOT SURE (BA FIRST BYTE) */
#define ADR_STAMINA1 0x004557EA
#define ADR_STAMINA2 0x00AF9CB0
#define ADR_STAMINA3 0x0050A2A3

#define ADR_FASTPLANT 0x00514DD7
#define ADR_FASTDEFUSE 0x00511486
#define ADR_DPANYWHERE 0x005904FE

#define ADR_MINESGPS1 0x00445D23 /* NOT SURE */
#define ADR_MINESGPS2 0x00445EFC /* NOT SURE */

#define ADR_NOBOUNDS1 0xB7AB24 /* TO UPDATE */
#define ADR_NOBOUNDS2 0xB7AB28 /* TO UPDATE */
#define ADR_NOBOUNDS3 0xB7AB36 /* TO UPDATE */
#define ADR_NOSPAWNWAIT1 0x00C2C67C
#define ADR_NOSPAWNWAIT2 0x00C2C680
#define ADR_NOSPAWNWAIT3 0x00C2C684
#define ADR_FASTAMMO 0x00ADE570
#define ADR_FASTHEALTH 0x00ADE588

#define OFS_SLOTS 0x003415C //[0056A7D5] >> CMP BYTE PTR DS:[EAX+3415C],0
#define ADR_ARTILLERY1 0x00* // EB 04 90 90 90
#define ADR_ARTILLERY3 0x00*
#define ADR_ARTILLERY4 0x00*
#define ADR_ARTILLERY5 0x00*
#define ADR_ARTILLERY6 0x00*
#define ADR_ARTILLERY7 0x00*
#define ADR_ARTILLERY8 0x00*
#define ADR_CHANNEL 0x00*

#define ADR_NOFLASH 0x005BCB87
#define ADR_DAMAGEAS 0x00*
#define ADR_RADARGPS 0x005AECD9
#define ADR_VEH_NODAMAGE 0x00427E11
#define ADR_VEH_NOOVERHEAT 0x00*
#define ADR_VEH_INVISIBLE 0x00*
#define ADR_VEH_SUPERFIRE1 0x00*
#define ADR_VEH_SUPERFIRE2 0x00*
#define ADR_VEH_SUPERFIRE3 0x00*

#define ADR_SPAMBOT 0x005218A7
#define ADR_USERKILL 0x00*

#define ADR_BULLETS 0x00*
#define ADR_BULLETSJMP 0x00*

#define ADR_PREMCROSSCALL1   0x00*
#define ADR_PREMCROSSCALL2   0x00*
#define ADR_PREMCROSSCHANGE  0x00*
#define ADR_PREMIUMCROSS1    0x00*
#define ADR_PREMIUMCROSS2    0x00*
#define ADR_UNLOCKCROSS      0x00*
€dit:
Telekill Source:
Code:
class CTelekill
{
	public:
		int fxPlayerID;
		CTelekill();
		void fxSelectPlayer();
		void fxTeleport();
};
CTelekill *CTeleKill = NULL;

CTelekill::CTelekill() {
	this->fxPlayerID = -1;
}

void CTelekill::fxSelectPlayer() {
	for (unsigned int mIndex = 0; mIndex < 32; mIndex++) {
		if (mIndex != this->fxPlayerID) {
			cPlayer* pPlayer = pBase->pRemote[mIndex];
			if (pPlayer != NULL) {
				if (pPlayer->LivingState != *(DWORD*)ADR_STATE_ISALIVE) {
					this->fxPlayerID = mIndex;
					break;
				}
			}
		}
	}
}

void CTelekill::fxTeleport() {
	int mTarget = this->fxPlayerID;
	cPlayer *pPlayer = pBase->pRemote[mTarget];
	if (pPlayer != NULL) {
		cPlayer *pLocal = pBase->pLocal;
		pLocal->PosX = pPlayer->PosX - 145;
		pLocal->PosY = pPlayer->PosY;
		pLocal->PosZ = pPlayer->PosZ;
	}
}
Usage:
Code:
	if (CH_TeleKill) {
					if (CTeleKill->fxPlayerID == -1 || GetAsyncKeyState(VK_RBUTTON) & 1)
						CTeleKill->fxSelectPlayer();

					cPlayer *pPlayer = pBase->pRemote[CTeleKill->fxPlayerID];
					if (pPlayer != NULL)
					{
						if (pPlayer->LivingState == *(DWORD*)ADR_STATE_ISALIVE)
							CTeleKill->fxSelectPlayer();
						CTeleKill->fxTeleport();
					}
				} else {
					CTeleKill->fxPlayerID = -1;
				}
What it does:
It teleports you to the next Player, and you can choose another player by pressing the right mouse button.

€dit: Some Addresses for IslandWar/NexusWar/UnitedWar


Request the LocalIndex function
I do have the addy, but can't get it to work.
Code:
DWORD ADR_MYPLAYERSLOT = 0x40CBC;
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Old 11/02/2014, 13:46   #844
 
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Quote:
Originally Posted by znoeen View Post
DWORD ADR_MYPLAYERSLOT = 0x40CBC;
Code:
INT mRoomSlot = *reinterpret_cast<INT*>(dwServerPointer + ADR_MYPLAYERSLOT);
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Old 11/02/2014, 14:52   #845
 
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Sind die Addys noch aktuell? (Oder liegts an meinem code :/ ?!)
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Old 11/02/2014, 18:02   #846
 
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Originally Posted by Sry4amx View Post
Sind die Addys noch aktuell? (Oder liegts an meinem code :/ ?!)
Poste doch mal den Code ?

Code:
//**********************************************//
//*********** [ raz0r's Addylogger ] ***********//
//************* [ Public Version ] *************//
//**********************************************//
//************* [ Time : 14:04:55 ] ************//
//**********************************************//
//================ [ Pointers ] ================//
DWORD ADR_POINTER_PLAYER = 0x00AE83E4;
DWORD ADR_POINTER_SERVER = 0x00AE83E4;
DWORD ADR_POINTER_REMOTE = 0x00C20904;
//================ [ Memory ] ================//
DWORD ADR_MEMORY_STAMINA1 = 0x008D12B8;
DWORD ADR_MEMORY_STAMINA2 = 0x008D12BC;
DWORD ADR_MEMORY_STAMINA3 = 0x008D12C0;
DWORD ADR_MEMORY_STAMINA4 = 0x008D12C4;
DWORD ADR_MEMORY_STAMINA5 = 0x008D12C8;
DWORD ADR_MEMORY_NOSPAWNWAIT1 = 0x00C3BD5C;
DWORD ADR_MEMORY_NOSPAWNWAIT2 = 0x00AEDB34;
DWORD ADR_MEMORY_NOSPAWNWAIT3 = 0x00AEDB30;
DWORD ADR_MEMORY_NOBOUNDARIES = 0x00C316C8;
DWORD ADR_MEMORY_PLANTANYWHERE = 0x00AE7353;
DWORD ADR_MEMORY_DEFUSEANYWHERE = 0x00972200;
DWORD ADR_MEMORY_QUICKPD = 0x00AE7338;
DWORD ADR_MEMORY_SPEED = 0x00908EA0;
DWORD ADR_MEMORY_SPEEDROLL = 0x00908CC8;
DWORD ADR_MEMORY_STW = 0x008C9B14;
DWORD ADR_MEMORY_WTH = 0x008C761C;
DWORD ADR_MEMORY_WUW = 0x00AF031C;
DWORD ADR_MEMORY_SUPERNOSPREAD = 0x00AF031C;
//================ [ Offsets ] ================//
DWORD ADR_OFFSET_NORECOIL1 = 0x00C444;
DWORD ADR_OFFSET_NORECOIL2 = 0x00C448;
DWORD ADR_OFFSET_NORECOIL3 = 0x00C44C;
DWORD ADR_OFFSET_NOSPREAD = 0x000;
DWORD ADR_OFFSET_PITCH = 0x00101AC;
DWORD ADR_OFFSET_YAW = 0x00101C8;
DWORD ADR_OFFSET_PLAYERSTATE = 0x00C4D0;
DWORD ADR_OFFSET_WEAPON1 = 0x00101F0;
DWORD ADR_OFFSET_WEAPON2 = 0x00101F2;
DWORD ADR_OFFSET_WEAPON3 = 0x00101F4;
DWORD ADR_OFFSET_VIEWX = 0x00101D8;
DWORD ADR_OFFSET_VIEWY = 0x00101E0;
DWORD ADR_OFFSET_VIEWZ = 0x00101DC;
DWORD ADR_OFFSET_PACKET = 0x********;
DWORD ADR_OFFSET_NOFALLDAMAGE = 0x00102EC;
DWORD ADR_OFFSET_GLOBALSIZE = 0x00B20;
DWORD ADR_OFFSET_AUTO_PLANT = 0x0010374;
DWORD ADR_OFFSET_AUTO_DEFUSE = 0x0010378;
DWORD ADR_OFFSET_AUTO_SHOT = 0x001038A;
DWORD ADR_OFFSET_INVISIBLE = 0x0040794;
DWORD ADR_OFFSET_X = 0x0010304;
DWORD ADR_OFFSET_Y = 0x0010314;
DWORD ADR_OFFSET_Z = 0x001030C;
DWORD ADR_OFFSET_ROOMID = 0x0040CB4;
DWORD ADR_OFFSET_ROOMSLOT = 0x0040CB8;
DWORD ADR_OFFSET_TEAM = 0x0040CBC;
//================ [ Assembly ] ================//
DWORD ADR_ASSEMBLY_UNLAMMO = 0x00516566;
DWORD ADR_ASSEMBLY_AUTOSTART = 0x0055BBE1;
DWORD ADR_ASSEMBLY_AUTOREADY = 0x0055BBE1;
//================ [ Structs ] ================//
typedef struct {
  /* 0x000000 */ CHAR _00[50244];
  /* 0x00C444 */ D3DXVECTOR3 Recoil;
  /* 0x00C450 */ CHAR _01[15708];
  /* 0x0101AC */ FLOAT Pitch;
  /* 0x0101B0 */ CHAR _02[24];
  /* 0x0101C8 */ FLOAT Yaw;
  /* 0x0101CC */ CHAR _03[12];
  /* 0x0101D8 */ D3DXVECTOR3 View;
  /* 0x0101E0 */ CHAR _04[16];
  /* 0x0101F0 */ WORD Weapon1;
  /* 0x0101F2 */ WORD Weapon2;
  /* 0x0101F4 */ WORD Weapon3;
  /* 0x0101F6 */ CHAR _05[246];
  /* 0x0101AC */ FLOAT NoFallDamage;
  /* 0x0102F0 */ CHAR _06[20];
  /* 0x010304 */ FLOAT PosX;
  /* 0x010308 */ CHAR _07[4];
  /* 0x01030C */ FLOAT PosZ;
  /* 0x010310 */ CHAR _08[4];
  /* 0x010314 */ FLOAT PosY;
  /* 0x010318 */ CHAR _09[92];
  /* 0x010374 */ FLOAT AutoPlant;
  /* 0x010378 */ FLOAT AutoDefuse;
  /* 0x01037C */ CHAR _10[14];
  /* 0x01038A */ FLOAT AutoShoot;
} WRPlayer; //Size=> 0x00010396

typedef struct {
  /* 0x000000 */ WRPlayer* pLocPlayer;
  /* 0x13851C */ CHAR _02[1279260];
  /* 0x13851C */ WRPlayer** pExtPlayers;
} WRBase; //Size=>0x0013851C

WRBase* pBase = (WRBase*)ADR_POINTER_PLAYER;
//**********************************************//
//**************** [ Found: 53 ] ***************//
//*************** [ End Logging ] **************//
//**********************************************//
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Old 11/02/2014, 22:02   #847
 
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Quote:
Originally Posted by r_a_z_0_r View Post
Poste doch mal den Code ?
Habe vor 3 Jahren mal nen nomenu gschrieben, der auch ganz gut funktioniert hat, klappt bloß jetz nimmer so. Habe ihn mal auf eine Funktion runtergeschraubt, um mal irgendein ergebnis zu sehen. Sollte aber so passen, oder?

Bei deinen Addys is der Player- und Serverpointer der selbe?!?
Code:
#include <windows.h>



#define pp 0x00AE83E4;
#define sp 0x00AE83E4;

#define dwofs_Z 0x001030C


DWORD WINAPI HackThread( LPVOID lpParam )
{
	while (TRUE) {		
		DWORD dw_pp = *(DWORD*)pp;
		DWORD dw_sp = *(DWORD*)sp;
		if(dw_sp != 0) {
			if (dw_pp != 0) {					
				if(GetAsyncKeyState( VK_LCONTROL ) )	{ //Superjump
					*(float*)(dw_pp+dwofs_Z) += 60;
				}
			}
		}
		Sleep(40);
	}
	return 0;
}


BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
{
    switch( fdwReason )
    {
        case DLL_PROCESS_ATTACH: CreateThread( NULL, 0, HackThread, NULL, 0, NULL ); break;
        case DLL_PROCESS_DETACH:   break;
        case DLL_THREAD_ATTACH:    break;
        case DLL_THREAD_DETACH:    break;
    }

    return true;
}
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Old 11/02/2014, 22:31   #848



 
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Quote:
gschrieben
kopiert
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Old 11/02/2014, 22:44   #849
 
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Auch wiederum richtig... habe mir damals ziemlich viel, vor allem das Gerüst kopiert, allerdings auch viele Funktionien selbst gemacht.
Habe mich jetzt seit 3 Jahren nicht damit beschäftigt und würde das jetzt gerne alles verstehen. Ich denke dafür sind solche Foren da? Wenn das so ist, wäre ich dir dankbar, wenn du mir einen konstruktiven Rat geben könntest. Danke
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Old 11/03/2014, 01:44   #850



 
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Konstruktiven Rat? Lern C++ und kopier nicht irgendwelche "warrock hecks", die schlecht programmiert sind. Da tut mir ja die Zwischenablage leid, wenn ich so einen Code sehe.
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Old 11/03/2014, 02:52   #851
 
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Quote:
Originally Posted by r_a_z_0_r View Post
Poste doch mal den Code ?

Code:
//**********************************************//
//*********** [ raz0r's Addylogger ] ***********//
//************* [ Public Version ] *************//
//**********************************************//
//************* [ Time : 14:04:55 ] ************//
//**********************************************//
//================ [ Pointers ] ================//
DWORD ADR_POINTER_PLAYER = 0x00AE83E4;
DWORD ADR_POINTER_SERVER = 0x00AE83E4;
DWORD ADR_POINTER_REMOTE = 0x00C20904;
//================ [ Memory ] ================//
DWORD ADR_MEMORY_STAMINA1 = 0x008D12B8;
DWORD ADR_MEMORY_STAMINA2 = 0x008D12BC;
DWORD ADR_MEMORY_STAMINA3 = 0x008D12C0;
DWORD ADR_MEMORY_STAMINA4 = 0x008D12C4;
DWORD ADR_MEMORY_STAMINA5 = 0x008D12C8;
DWORD ADR_MEMORY_NOSPAWNWAIT1 = 0x00C3BD5C;
DWORD ADR_MEMORY_NOSPAWNWAIT2 = 0x00AEDB34;
DWORD ADR_MEMORY_NOSPAWNWAIT3 = 0x00AEDB30;
DWORD ADR_MEMORY_NOBOUNDARIES = 0x00C316C8;
DWORD ADR_MEMORY_PLANTANYWHERE = 0x00AE7353;
DWORD ADR_MEMORY_DEFUSEANYWHERE = 0x00972200;
DWORD ADR_MEMORY_QUICKPD = 0x00AE7338;
DWORD ADR_MEMORY_SPEED = 0x00908EA0;
DWORD ADR_MEMORY_SPEEDROLL = 0x00908CC8;
DWORD ADR_MEMORY_STW = 0x008C9B14;
DWORD ADR_MEMORY_WTH = 0x008C761C;
DWORD ADR_MEMORY_WUW = 0x00AF031C;
DWORD ADR_MEMORY_SUPERNOSPREAD = 0x00AF031C;
//================ [ Offsets ] ================//
DWORD ADR_OFFSET_NORECOIL1 = 0x00C444;
DWORD ADR_OFFSET_NORECOIL2 = 0x00C448;
DWORD ADR_OFFSET_NORECOIL3 = 0x00C44C;
DWORD ADR_OFFSET_NOSPREAD = 0x000;
DWORD ADR_OFFSET_PITCH = 0x00101AC;
DWORD ADR_OFFSET_YAW = 0x00101C8;
DWORD ADR_OFFSET_PLAYERSTATE = 0x00C4D0;
DWORD ADR_OFFSET_WEAPON1 = 0x00101F0;
DWORD ADR_OFFSET_WEAPON2 = 0x00101F2;
DWORD ADR_OFFSET_WEAPON3 = 0x00101F4;
DWORD ADR_OFFSET_VIEWX = 0x00101D8;
DWORD ADR_OFFSET_VIEWY = 0x00101E0;
DWORD ADR_OFFSET_VIEWZ = 0x00101DC;
DWORD ADR_OFFSET_PACKET = 0x********;
DWORD ADR_OFFSET_NOFALLDAMAGE = 0x00102EC;
DWORD ADR_OFFSET_GLOBALSIZE = 0x00B20;
DWORD ADR_OFFSET_AUTO_PLANT = 0x0010374;
DWORD ADR_OFFSET_AUTO_DEFUSE = 0x0010378;
DWORD ADR_OFFSET_AUTO_SHOT = 0x001038A;
DWORD ADR_OFFSET_INVISIBLE = 0x0040794;
DWORD ADR_OFFSET_X = 0x0010304;
DWORD ADR_OFFSET_Y = 0x0010314;
DWORD ADR_OFFSET_Z = 0x001030C;
DWORD ADR_OFFSET_ROOMID = 0x0040CB4;
DWORD ADR_OFFSET_ROOMSLOT = 0x0040CB8;
DWORD ADR_OFFSET_TEAM = 0x0040CBC;
//================ [ Assembly ] ================//
DWORD ADR_ASSEMBLY_UNLAMMO = 0x00516566;
DWORD ADR_ASSEMBLY_AUTOSTART = 0x0055BBE1;
DWORD ADR_ASSEMBLY_AUTOREADY = 0x0055BBE1;
//================ [ Structs ] ================//
typedef struct {
  /* 0x000000 */ CHAR _00[50244];
  /* 0x00C444 */ D3DXVECTOR3 Recoil;
  /* 0x00C450 */ CHAR _01[15708];
  /* 0x0101AC */ FLOAT Pitch;
  /* 0x0101B0 */ CHAR _02[24];
  /* 0x0101C8 */ FLOAT Yaw;
  /* 0x0101CC */ CHAR _03[12];
  /* 0x0101D8 */ D3DXVECTOR3 View;
  /* 0x0101E0 */ CHAR _04[16];
  /* 0x0101F0 */ WORD Weapon1;
  /* 0x0101F2 */ WORD Weapon2;
  /* 0x0101F4 */ WORD Weapon3;
  /* 0x0101F6 */ CHAR _05[246];
  /* 0x0101AC */ FLOAT NoFallDamage;
  /* 0x0102F0 */ CHAR _06[20];
  /* 0x010304 */ FLOAT PosX;
  /* 0x010308 */ CHAR _07[4];
  /* 0x01030C */ FLOAT PosZ;
  /* 0x010310 */ CHAR _08[4];
  /* 0x010314 */ FLOAT PosY;
  /* 0x010318 */ CHAR _09[92];
  /* 0x010374 */ FLOAT AutoPlant;
  /* 0x010378 */ FLOAT AutoDefuse;
  /* 0x01037C */ CHAR _10[14];
  /* 0x01038A */ FLOAT AutoShoot;
} WRPlayer; //Size=> 0x00010396

typedef struct {
  /* 0x000000 */ WRPlayer* pLocPlayer;
  /* 0x13851C */ CHAR _02[1279260];
  /* 0x13851C */ WRPlayer** pExtPlayers;
} WRBase; //Size=>0x0013851C

WRBase* pBase = (WRBase*)ADR_POINTER_PLAYER;
//**********************************************//
//**************** [ Found: 53 ] ***************//
//*************** [ End Logging ] **************//
//**********************************************//
Your PlayerPointer is wrong, here correct one : 0xAE9440
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Old 11/03/2014, 04:03   #852
 
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Quote:
Originally Posted by Sry4amx View Post
Auch wiederum richtig... habe mir damals ziemlich viel, vor allem das Gerüst kopiert, allerdings auch viele Funktionien selbst gemacht.
Habe mich jetzt seit 3 Jahren nicht damit beschäftigt und würde das jetzt gerne alles verstehen. Ich denke dafür sind solche Foren da? Wenn das so ist, wäre ich dir dankbar, wenn du mir einen konstruktiven Rat geben könntest. Danke

Hier wird dir keiner einen Rat geben oder helfen wollen, siehe Peter File.
Benehmen sich hier alle wie die letzen Deppen und völlig minderbemittelt. Einfach nur erbärmlich die WarRock Sektion.
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Old 11/03/2014, 10:42   #853
 
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Mhm ja, habe ich auch schon gemerkt.
Um da auch für Leute wie Peter File Verständnis zu schaffen:
Ich intressiere mich fürs programmieren, ich mache das nicht nur um danach nen Hack zu haben, sondern auch um mich weiterzubilden.
Ich habe schonmal bei ner Sprache so angefangen, dass ich mir ein Tutorial genommen habe und daraus das Grundgerüst kopiert habe. Ich habe hin und wieder Fragen dazu gestellt und antworten gekriegt, meistens sogar hilfreiche. Letztendlich habe ich n Script aus über 15k Zeilen optimiertem Code gehabt. (Und n neues Grundgerüst) Ich war relativ schnell so weit, dass ich derjenige war, der allen helfen konnte, teilweise sogar denen die das schon doppelt so lange machen wie ich. Das habe ich auch gemacht... nur irgendwann wurde mir das zu blöd, weil die Fragen immer das selbe und trotzdem immer schlechter waren (ich glaube nicht, dass meine Frage hier vergleichbar schlecht war). Deswegen habe ich aufgehört. ABER.. ich habe mir dann auch nichtmehr die Zeit genommen andren Leuten zu sagen wie wenig Ahnung sie haben, wie schlecht sie sind, dass sie das doch einfach aus dem nichts lernen sollen ohne sich irgendwo helfen zu lassen.

In Warrock sind viele Leute wohl so. Ich geb dir jetz mal nen Rat: Hilf den Leuten oder sei einfach leise und bleib in deiner Kammer hocken und lass nichts von dir hören. (Intressiert augenscheinlich eh niemanden.)

Danke an die anderen, durch die Addys, funktioniert jetzt wieder alles.
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Old 11/04/2014, 05:41   #854
 
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Quote:
Originally Posted by Sry4amx View Post
Mhm ja, habe ich auch schon gemerkt.
Um da auch für Leute wie Peter File Verständnis zu schaffen:
Ich intressiere mich fürs programmieren, ich mache das nicht nur um danach nen Hack zu haben, sondern auch um mich weiterzubilden.
Ich habe schonmal bei ner Sprache so angefangen, dass ich mir ein Tutorial genommen habe und daraus das Grundgerüst kopiert habe. Ich habe hin und wieder Fragen dazu gestellt und antworten gekriegt, meistens sogar hilfreiche. Letztendlich habe ich n Script aus über 15k Zeilen optimiertem Code gehabt. (Und n neues Grundgerüst) Ich war relativ schnell so weit, dass ich derjenige war, der allen helfen konnte, teilweise sogar denen die das schon doppelt so lange machen wie ich. Das habe ich auch gemacht... nur irgendwann wurde mir das zu blöd, weil die Fragen immer das selbe und trotzdem immer schlechter waren (ich glaube nicht, dass meine Frage hier vergleichbar schlecht war). Deswegen habe ich aufgehört. ABER.. ich habe mir dann auch nichtmehr die Zeit genommen andren Leuten zu sagen wie wenig Ahnung sie haben, wie schlecht sie sind, dass sie das doch einfach aus dem nichts lernen sollen ohne sich irgendwo helfen zu lassen.

In Warrock sind viele Leute wohl so. Ich geb dir jetz mal nen Rat: Hilf den Leuten oder sei einfach leise und bleib in deiner Kammer hocken und lass nichts von dir hören. (Intressiert augenscheinlich eh niemanden.)

Danke an die anderen, durch die Addys, funktioniert jetzt wieder alles.
Das werden die meisten nicht verstehen. Denken sind was besseres und geben nur dumme Kommentare ab. Menschlich gesehen ist es einfach nur lächerlich. Trotzdem viel Glück weiterhin. (:
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Old 11/04/2014, 09:44   #855



 
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Du willst also durch kopieren von schlechtem Code programmieren lernen? Macht Sinn. Das ist als ob du Tischler werden willst und dich absichtlich vom schlechtesten Tischler des Landes ausbilden lässt
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