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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.
01/19/2015, 00:00
#961
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Quote:
Originally Posted by
AmazingTurtle
I don't understand. Can you explain that?
The calling convention defines (among other things) whether the caller or the callee is responsible of cleaning up the stack.
01/19/2015, 08:28
#962
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Quote:
Originally Posted by
Raz9r
The calling convention defines (among other things) whether the caller or the callee is responsible of cleaning up the stack.
ya that exactly right
i was just lazy to explain it.
01/23/2015, 14:30
#963
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"new" packet codes and their original names:
Code:
public static readonly int ACHIEVEMENT_SYSTEM = 0x7E01;
public static readonly int USER_SCORE = 0x7E02;
public static readonly int ROLLING_BOX = 0x7E03;
public static readonly int KILL_MSG = 0x7B16;
01/23/2015, 21:12
#964
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Quote:
Originally Posted by
AmazingTurtle
"new" packet codes and their original names:
Code:
public static readonly int ACHIEVEMENT_SYSTEM = 0x7E01;
public static readonly int USER_SCORE = 0x7E02;
public static readonly int ROLLING_BOX = 0x7E03;
public static readonly int KILL_MSG = 0x7B16;
Could you maybe tell us what "ROLLING_BOX" does?
01/24/2015, 11:46
#965
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Quote:
Originally Posted by
xEndrine
Could you maybe tell us what "ROLLING_BOX" does?
I'm not that good in reading asm and understanding the overall sense.
But I see: Both server has a handler and client sends it.
My guess: it's ingame; client sends one ROLLING_BOX packet, all other clients receive it (or derivative).
01/24/2015, 21:10
#966
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Quote:
Originally Posted by
AmazingTurtle
I'm not that good in reading asm and understanding the overall sense.
But I see: Both server has a handler and client sends it.
My guess: it's ingame; client sends one ROLLING_BOX packet, all other clients receive it (or derivative).
Its the military supply system
01/26/2015, 12:21
#967
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How to convert contents of any bin file to XML:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
namespace Parity.Base.App
{
public class XmlRewriter
{
public System.Xml.XmlDocument Document { get; private set; }
public XmlRewriter()
{
this.Document = new System.Xml.XmlDocument();
this.Document.LoadXml("<Document></Document>");
}
protected string EscapeTag(string Input)
{
Input = String.Join("", Input.Trim().Split('(', ')')).Replace(' ', '_');
return char.IsDigit(Input[0]) ? "_" + Input : Input;
}
protected void NodeProcessing(string DocumentContent, System.Xml.XmlNode CurrentNode, int TagDeepness = 0)
{
int NodeCount = 0;
if (!Regex.IsMatch(DocumentContent, @"\[(?<NodeName>[a-zA-Z0-9-_\s]+)\](?<NodeContent>.+)\[/\1\]", RegexOptions.Singleline | RegexOptions.Compiled))
{
MatchCollection SubNodeCollection = Regex.Matches(DocumentContent, @"<!--\s+?<(?<FirstTag>[a-zA-Z0-9-_\s]+)>(?<NodeContent>.*?)\s+?</(?<LastTag>[a-zA-Z0-9-_\s]+)>\s+?//-->", RegexOptions.Singleline | RegexOptions.Compiled);
foreach (Match iMatch in SubNodeCollection)
{
string TempDocument = "<" + iMatch.Groups["FirstTag"].Value + ">" + iMatch.Groups["NodeContent"].Value + "</" + iMatch.Groups["LastTag"].Value + ">";
var MainNode = this.Document.CreateElement("Entry");
CurrentNode.AppendChild(MainNode);
NodeProcessing(TempDocument, MainNode);
}
NodeCount += SubNodeCollection.Count;
}
if (NodeCount == 0)
{
MatchCollection MainNodeCollection = Regex.Matches(DocumentContent, @"[\[|<](?<NodeName>[a-zA-Z0-9-_\s]+)[\]|>](?<NodeContent>.*?)[\[|<]/\1[\]|>]", RegexOptions.Singleline | RegexOptions.Compiled);
foreach (Match iMatch in MainNodeCollection)
{
var MainNode = this.Document.CreateElement(this.EscapeTag(iMatch.Groups["NodeName"].Value));
CurrentNode.AppendChild(MainNode);
NodeProcessing(iMatch.Groups["NodeContent"].Value, MainNode, TagDeepness + 1);
}
NodeCount = MainNodeCollection.Count;
if (NodeCount == 0)
{
MatchCollection ValueCollection = Regex.Matches(DocumentContent, @"\s*(?<Key>[a-zA-Z0-9_\(\) ]+)\s*=\s*(?<Value>[a-zA-Z0-9\.\,_-]+)", RegexOptions.Singleline | RegexOptions.Compiled);
foreach (Match iMatch in ValueCollection)
{
string Key = iMatch.Groups["Key"].Value;
string Value = iMatch.Groups["Value"].Value;
var SubentryNode = this.Document.CreateElement(this.EscapeTag(Key));
SubentryNode.InnerText = Value;
CurrentNode.AppendChild(SubentryNode);
}
}
}
//CurrentNode.OwnerDocument.AppendChild(CurrentNode);
}
public void Process(string Content)
{
uint DocumentChecksum = CRC32.CRC32String(Content);
var ChecksumElement = this.Document.CreateElement("CHECKSUM");
ChecksumElement.InnerText = DocumentChecksum.ToString("X2");
this.Document["Document"].AppendChild(ChecksumElement);
string Document = Regex.Match(Content, @"<\!--(.+)//-->", System.Text.RegularExpressions.RegexOptions.Singleline | RegexOptions.Compiled).Groups[1].Value;
NodeProcessing(Document, this.Document["Document"]);
}
}
}
Quote:
Originally Posted by
Futur94
Its the military supply system
Thanks for this, but not for my more significant post?
01/26/2015, 13:54
#968
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Quote:
Originally Posted by
AmazingTurtle
(...)
Does this also work for the /data/UI .bins?
01/26/2015, 14:02
#969
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Quote:
Originally Posted by
xEndrine
Does this also work for the /data/UI .bins?
ofcourse not, mr. kadse. but i'm working on these formats, too.
01/31/2015, 10:21
#970
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Request adresses
01/31/2015, 11:17
#971
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Quote:
Originally Posted by
HeroTreak
Request adresses
Code:
/* *********************************** Pointers ********************************* */
#define ADR_PlayerPointer 0xAE57E0
#define ADR_ServerPointer 0xAE4784
#define ADR_RemotePointer 0xC1CC9C
#define ADR_ViewAnglesPointer 0xAE36B4
#define ADR_DevicePointer 0xAE36B8
#define ADR_UserPointer 0xAE4784
#define ADR_HealthPointer 0x31FB8
#define ADR_BasePointer 0xB36DB0
#define ADR_WeaponPointer1 0xC10BE0
#define ADR_WeaponPointer2 0xB038A0
/* *********************************** Offsets ********************************** */
#define OFS_DevicePointer 0x2B930
#define OFS_X 0x10304
#define OFS_Y 0x10314
#define OFS_Z 0x1030C
#define OFS_Gravity_Y 0xC4AC
#define OFS_Gravity_X 0xC4B0
#define OFS_Gravity_Z 0xC4B4
#define OFS_SuperNoSpread 0x906B68
#define OFS_Slot1 0x34158
#define OFS_Slot2 0x34159
#define OFS_Slot3 0x3415A
#define OFS_Slot4 0x3415B
#define OFS_Slot5 0x3415C
#define OFS_Slot6 0x3415D
#define OFS_Slot7 0x3415E
#define OFS_Slot8 0x3415F
#define OFS_AutoShot 0x1038A
#define OFS_Invisible 0x40794
#define OFS_FastNadeBlast 0x10118
#define OFS_Pitch 0x101AC
#define OFS_Yaw 0x101C8
#define OFS_WeaponState 0xC4D4
#define OFS_AutoPlant 0x10374
#define OFS_LocalIndex 0xC498
#define OFS_NoM134Idle 0x103FC
#define OFS_Premium 0x3C8
#define OFS_NoReload 0x10411
#define OFS_NoDelay 0x10414
#define OFS_Level 0x40750
#define OFS_Dinar 0x40760
#define OFS_RoomMaster 0x31564
#define OFS_SuperMaster 0x316A8
/* ********************************** Addresses ********************************* */
#define ADR_Speed 0x906EF8
#define ADR_SpeedRoll 0x906D28
#define ADR_QuickPlantDefuse 0xAE36D8
#define ADR_NoSpawnWait1 0xC37FEC
#define ADR_NoSpawnWait2 0xC37FF0
#define ADR_NoSpawnWait3 0xC37FF4
#define ADR_NoBounds1 0xC2D950
#define ADR_NoBounds2 0xC2D954
#define ADR_NoBounds3 0xC2D962
#define ADR_AntiAFKKick 0xC2D950
#define ADR_STW 0x8C7AB4
#define ADR_WUW 0xAEC6B4
#define ADR_WTH 0x903658
#define ADR_Plantanywhere 0xAE36CF
#define ADR_NFD 0x102EC
#define ADR_NoRecoil1 0xC444
#define ADR_NoRecoil2 0xC448
#define ADR_NoRecoil3 0xC44C
#define ADR_FastAmmo 0xAE9EA0
#define ADR_FastRepair 0x30090
#define ADR_FastHealth 0xAE9EA8
#define ADR_FastFlag 0x30090
#define ADR_IngameName 0xB373F4
#define ADR_GMWarning 0xB31994
#define ADR_FarFog 0xAE37BC
#define ADR_NearFog 0xAEC6C4
#define ADR_QuickSpawn1 0xC37FEC
#define ADR_QuickSpawn2 0xC37FF0
#define ADR_QuickSpawn3 0xC37FF4
#define ADR_FogColor1 0xAE5CF0
#define ADR_FogColor2 0xAE5CEC
#define ADR_FogColor3 0xAE5CE8
#define ADR_GlassWals 0xAE37BC
#define ADR_BoneShot 0x907B48
#define ADR_StaminaStart 0x8CF264
#define ADR_StaminaRoll 0x8CF270
#define ADR_NoWater1 0xAEC6AC
#define ADR_NoWater2 0xAEC6B0
#define ADR_WeaponGravity 0x906B20
/* ************************************* ASM ************************************ */
#define ASM_QuickPlant 0x515A6D
#define ASM_NoReload 0x51F0CF
#define ASM_AutoAmmo 0x50AA05
#define ASM_SniperAmmo 0x62DA18
#define ASM_AssaultAmmo 0x428ADA
#define ASM_EventRoom 0x5AD095 // 2 NOPS
#define ASM_OPK1 0x407F7B // Need to be tested
#define ASM_OPK2 0x407F84 // Need to be tested
#define ASM_OPK3 0x407F7F // Need to be tested
/* ************************************ Other *********************************** */
#define ADR_CRC 0x62E510
#define ADR_AUTH 0x4E97CD
#define ADR_MESSAGEBOX 0x5250EB
#define ADR_MESSAGEBOX_BUFFER ********
#define ADR_MESSAGEBOX_INSTANCE ********
#define ADR_ENGINE_TEXT 0x522AA9
#define ADR_WINDOW_NAME 0x8D5398
#define ADR_ENDGAME_BANNER 0x45C3E5
#define ADR_VMTCheck ********
#define ADR_VMTCheckGordon ********
#define ADR_SOUNDVOLUME 0x41E3E3
#define ADR_IAT_Send ********
#define ADR_IAT_Rreceive ********
#define ADR_IAT_Connect ********
02/03/2015, 21:32
#972
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Request Bypass
02/03/2015, 21:33
#973
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Quote:
viel glück ... machs einfach ohne, was auch immer du vor hast
02/03/2015, 21:50
#974
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nein brauche für einen anderen zweck'n Bypass.. auch wenn er nach 4 min Serverkick macht oder kp
02/04/2015, 21:32
#975
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TBH I don't know about any anti-cheat detecting use of the CRT.
Quote:
using crt dependent functions like you do is indeed the most safe way for do things but not when you are writing cheats
ring3 cheats are not the safest way either. ring0 or gtfo. Or write a linux distro that allows you cheating.
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