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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.
08/30/2013, 00:20
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#91
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Quote:
Originally Posted by .BlackHat
Here are some parts of my convertes items.xml :3

I can convert items.bin to XML within 3.5 seconds 
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Der richtige Release für dieses Topic wäre der Source Code gewesen um diese XML Datei zur Runtime zu entschlüsseln, auszulesen und in einer std::unordered_map (oder einem ähnlichen Container) zu speichern. ;-)
Diese Daten können nämlich zur Runtime echt praktisch sein, wenn man seinen Weapon Binder nicht immer manuell aktualisieren möchte.
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08/30/2013, 02:31
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#92
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Quote:
Originally Posted by Hepe2567™
*Request Base warrock Fixed ??
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0x00 Logger Forever <3
Code:
/*________________________________________________*/
/*________________________________________________*/
/*_____________________N4n033_____________________*/
/*________________________________________________*/
/*________________________________________________*/
#define ADR_GAMENOTICE 0x**
#define ADR_GAMETEXT 0x**
#define ADR_DEVICEPOINTER 0x**
#define OFS_DEVICEPOINTER 0x**
#define ADR_PLAYERPTR 0xAED41C
#define ADR_SERVERPTR 0xAE7BE4
#define ADR_BASEPTR 0xB1FE10
#define ADR_VIEWANGELS 0xAE6C90
#define ADR_GMALERTIP 0x**
#define ADR_GMALERTNAMEBASE 0x**
#define ADR_GMALERTNAME 0x**
#define ADR_BACKINLOBBY 0x**
#define OFS_NOFALLDAMAGE 0x0
#define OFS_PREMIUM 0x3CC
#define OFS_PLAYERSTARE 0xC4CC
#define OFS_SLOTS 0x9F1E4
#define OFS_SUPERJUMP 0x10308
#define OFS_ROOMMASTER 0x9C7E8
#define OFS_SUPERMASTER 0x9C750
#define OFS_PLAYERSLOT 0xB8368
#define ADR_SPEED 0x8CD5C0
#define ADR_SPEEDROLLING 0x8CD3E8
#define ADR_SCOPE 0x938450
#define ADR_GETBASE 0x8261C
#define ADR_NEWCBASE 0x82618
#define ADR_UNLOCKSWIM 0x4014CB
#define ADR_SWIM1 0xADEA7C
#define ADR_SWIM2 0xAED45C
#define ADR_INVEHICLE 0xAED460
#define ADR_NOWATER_1 0xAF423C
#define ADR_NOWATER_2 0xAF4240
#define ADR_WEAPONBASE 0xB0BE08
#define ADR_SLOTBASE 0x9E040
#define ADR_PLAYERID 0xA40
#define ADR_DAMAGEAS 0x**
#define ADR_UNLOXYGEN 0x**
#define ADR_PRONE 0x4F81BD
#define ADR_NOSPREAD 0x50EC80
#define ADR_NORECOIL 0x500FF1
#define ADR_NORELOAD 0x51BFD2
#define ADR_BULLETS 0x**
#define ADR_BULLETSJMP 0x**
#define ADR_STAMINA1 0x45769C
#define ADR_STAMINA2 0x4019DC
#define ADR_STAMINA3 0x4F8484
#define ADR_VEHNODAMAGE 0x**
#define ADR_VEHINVISIBLE 0x**
#define ADR_VEHSUPERFIRE1 0x**
#define ADR_VEHSUPERFIRE2 0x**
#define ADR_VEHSUPERFIRE3 0x**
#define ADR_UNLAMMO 0x**
#define ADR_WALKTHRU 0x7726B0
#define ADR_ANTIAFK 0x594299
#define ADR_QUICKSPAWN1 0x5E4DC3
#define ADR_QUICKSPAWN2 0x5E4DDD
#define ADR_FASTRELOAD1 0x51C1BE
#define ADR_FASTRELOAD2 0x599E21
#define ADR_STAMINAUP1 0x4095A5
#define ADR_STAMINAUP2 0x4095A5
#define ADR_CLIPA 0x45661E
#define ADR_CLIPS 0x456637
#define ADR_SNIPERPX 0x456645
#define ADR_COMPBANDAGE 0x45661E
#define ADR_DEATHCAM 0x**
#define ADR_ANTIFLASH 0x**
#define ADR_ANTIM14 0x**
#define ADR_MINEINFO1 0x**
#define ADR_MINEINFO2 0x**
#define ADR_MINEINFOFFA1 0x**
#define ADR_MINEINFOFFA2 0x**
#define ADR_INVISIBLE 0x**
#define ADR_RADARGPS 0x**
#define ADR_RADARFFA1 0x**
#define ADR_RADARFFA2 0x**
#define ADR_NORESTRICTION 0x**
#define ADR_AUTOSHOT 0x**
#define ADR_QUICKPLANT 0x512E16
#define ADR_QUICKDEFUSE 0x50EEE9
#define ADR_PLANTANYWHERE 0x**
#define ADR_BONESHOT 0x44A4FE
#define ADR_AUTOHEAL1 0x**
#define ADR_AUTOHEAL2 0x**
#define ADR_AUTOAMMO1 0x**
#define ADR_AUTOAMMO2 0x**
#define ADR_AUTOREPAIR1 0x**
#define ADR_AUTOREPAIR2 0x**
#define ADR_AUTOREPAIR3 0x**
#define ADR_ANTIOVERHEART 0x**
#define ADR_SHOTTHRU1 0x**
#define ADR_SHOTTHRU2 0x**
#define ADR_PREMCROSSCALL1 0x**
#define ADR_PREMCROSSCALL2 0x**
#define ADR_PREMCROSSCHANGE 0x**
#define ADR_PREMIUMCROSS1 0x**
#define ADR_PREMIUMCROSS2 0x**
#define ADR_UNLOCKCROSS 0x**
#define ADR_OPK1 0x408310
#define ADR_OPK2 0x408319
#define ADR_OPK3 0x408325
#define ADR_ZERODELAY 0x**
#define ADR_SPAMBOT 0x**
#define ADR_ChatHandler 0x**
#define ADR_FAKEKICK 0x**
#define ADR_USERKILL 0x**
#define ADR_ARTILLERY1 0x**
#define ADR_ARTILLERY2 0x**
#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_VEHJUMP1 0x**
#define ADR_VEHJUMP2 0x**
#define ADR_VEHJUMP3 0x**
#define ADR_AUTOREADYSTART 0x**
#define ADR_WEAPONGRAVITY 0x8CD1E8
#define ADR_USERNAME 0xB20454
#define ADR_USERIP 0xB20318
#define ADR_CHECKREADYSTART 0xB20858
#define ADR_CLASSROOMPOINTER 0xAED674
#define ADR_WEAPONGLOBAL1 0xB0BDC8
#define ADR_WEAPONGLOBAL2 0xB60708
#define ADR_NOBOUNDS1 0xB7FAE4
#define ADR_NOBOUNDS2 0xB7FAE8
#define ADR_NOBOUNDS3 0xB7FAF0
#define WrCheck1 0x**
#define WrCheck2 0x**
/*________________________________________________*/
/*________________________________________________*/
/*_____________________Thanks_____________________*/
/*_____R3d_L!n3, AeroMan, NoName, GigaByte, King7_____*/
/*________________________________________________*/
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08/30/2013, 13:49
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#93
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Join Date: Aug 2013
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Quote:
Originally Posted by Raz9r
Der richtige Release für dieses Topic wäre der Source Code gewesen um diese XML Datei zur Runtime zu entschlüsseln, auszulesen und in einer std::unordered_map (oder einem ähnlichen Container) zu speichern. ;-)
Diese Daten können nämlich zur Runtime echt praktisch sein, wenn man seinen Weapon Binder nicht immer manuell aktualisieren möchte.
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Ich glaube in der Runtime sind dir doch gar nicht crypted o.o ?
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08/30/2013, 14:36
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#94
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Quote:
Originally Posted by xKahba
Ich glaube in der Runtime sind dir doch gar nicht crypted o.o ?
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AFAIK ist das doch so.. nur als datei gecrypted oO
Mir gings nur darum dass ich die XML brauche um schnell auf Item Daten zuzugreifen (einige tools und coole sachen halt  ).
#edit
0x00B0BC62 <- ADR_AUTHORTY wieder gefunden 
set to 0x7B (data type: word) after joining a server.
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08/30/2013, 16:47
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#95
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Join Date: Jan 2012
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Quote:
//================= EHSVC =================//
EhsVc.dll Entry Point : 0x3D01000
EhsVc.dll .code Size : 0x108000
EhsVc.dll .code Offset : 0x1000
//================ BYPASS1 =================//
#define ADR_HSCallBack1 0x008BB90
#define ADR_HSCallBack2 0x000AC28
#define ADR_HSNanoScan1 0x00AD6F5
#define ADR_HSNanoScan2 0x00AABBE
//================ BYPASS2 =================//
#define Detection 0x000AB90
#define NanoCheck1 0x0043BEE
#define NanoCheck2 0x0040F5F
//================= Other =================//
#define HSAntiCrash 0x0043C64
#define Asm Detection 0x00331FD
//======= Made By BlackLegend & NikM =======//
//========== Only Public *****! ==========//
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Viel spaß.
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08/30/2013, 17:59
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#96
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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Quote:
Originally Posted by xKahba
Ich glaube in der Runtime sind dir doch gar nicht crypted o.o ?
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Quote:
Originally Posted by .BlackHat
AFAIK ist das doch so.. nur als datei gecrypted oO
Mir gings nur darum dass ich die XML brauche um schnell auf Item Daten zuzugreifen (einige tools und coole sachen halt  ).
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Mir ging es darum zur Runtime diese Datei zu entschlüsseln und einzulesen, damit man nicht immer die entsprechenden Sachen reversen muss.
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08/30/2013, 20:51
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#97
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Join Date: Apr 2013
Posts: 461
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Quote:
Originally Posted by Raz9r
Mir ging es darum zur Runtime diese Datei zu entschlüsseln und einzulesen, damit man nicht immer die entsprechenden Sachen reversen muss.
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Ich kann dir nicht ganz folgen.
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09/01/2013, 12:07
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#98
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elite*gold: 5
Join Date: Jan 2012
Posts: 738
Received Thanks: 1,707
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Quote:
#define ADR_CLANTAG_1 0xB0BDA8
#define ADR_CLANTAG_2 0xB0BD64//ClanTag1-44
#define ADR_CLANTAG_3 0xB0BDB0//ClanTag1+8
#define ADR_CLANTAG_4 0xB0BDAC//ClanTag1+4
#define ADR_ENBLCLANCHAT 0xAA3684
#define ADR_CLANNAME 0xB0BD68//ClanTag2+4
#define ASM_SNIPERPX 0x45666D
#define ASM_BANDAGE 0x4566A0
#define ASM_ASSAULTAMMO 0x45661E
#define ASM_SNIPERAMMO 0x456637
#define ASM_STAMINAUP1 0x4095A5
#define ASM_STAMINAUP2 0x4095EC
#define ASM_DEATHCAM 0x4566D2
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Viel Spaß.
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09/04/2013, 01:33
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#99
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could someone post current dumped ehsvc.dll? Thanks in advance
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09/04/2013, 04:18
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#100
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Join Date: Dec 2012
Posts: 375
Received Thanks: 221
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drunk mode off /nothing changed oo
ADDIES up
Code:
#include "nStandardInclude.hpp"
#define ADR_PLAYERPOINTER 0xAED41C
#define ADR_SERVERPOINTER 0xAE7BE4
#define ADR_DEVICEPOINTER 0xAE6C94
#define ADR_BASEPOINTER 0xB1FE10
#define ADR_PLAYERSIZE 0x0B18 //mom
#define OFS_X 0x10300
#define OFS_Y 0x10310
#define OFS_Z 0x10308
#define OFS_NOFALLDAMAGE 0x00102E8
#define OFS_PLAYERSTARE 0xC4CC
#define ADR_SWIM1 0xADEA7C
#define ADR_SWIM2 0xAED45C
#define ADR_INVEHICLE 0xAED460
#define ADR_SPEED 0x8CD5C0
#define ADR_SCOPE 0x938460
#define ADR_SPEEDROLLING 0x8CD3E8
#define ADR_WEAPONGLOBAL1 0xB0BDC8
#define ADR_WEAPONGLOBAL2 0xB60708
#define ASM_SNIPERPX 0x45666D
#define ASM_BANDAGE 0x4566A0
#define ASM_ASSAULTAMMO 0x45661E
#define ASM_SNIPERAMMO 0x456637
#define ASM_STAMINAUP1 0x4095A5
#define ASM_STAMINAUP2 0x4095EC
#define ASM_DEATHCAM 0x4566D2
#define ADR_NORECOIL 0x500FF1
#define ADR_NOSPREAD 0x50EC77 // 0x50EEB1
#define ADR_NODELAY 0x51BCCD
#define ADR_NORELOAD 0x51BFD2
#define ADR_UNLIMITEDAMMO 0x5139F7
#define ADR_ONEPOSITIONKILL1 0x408310
#define ADR_ONEPOSITIONKILL2 0x408319
#define ADR_ONEPOSITIONKILL3 0x408325
#define ADR_STW1 0x606F60
#define ADR_STW2 0x606F66
#define ADR_WTW 0x7726B0
#define ADR_INVI 0x50CF81
#define ADR_AUTOMEDIC1 0x5080AA
#define ADR_AUTOMEDIC2 0x508317
#define ADR_BONESHOT 0x44A4FE
#define ADR_STAMINA1 0x45769C
#define ADR_STAMINA2 0x4F8484
#define ADR_STAMINA3 0x5084B1
#define ADR_FASTPLANT 0x512E16
#define ADR_FASTDEFUSE 0x50EEE9
#define ADR_DPANYWHERE 0x58052D
#define ADR_MINESGPS1 0x448394
#define ADR_MINESGPS2 0x448412
#define ADR_NOM14 0x5AAB03
#define ADR_NOBOUNDS1 0xB7AB24
#define ADR_NOBOUNDS2 0xB7AB28
#define ADR_NOBOUNDS3 0xB7AB36
#define ADR_NOSPAWNWAIT1 0xB8A084
#define ADR_NOSPAWNWAIT2 0xB8A088
#define ADR_NOSPAWNWAIT3 0xB8A08C
#define ADR_FASTAMMO 0xAF1A2C
#define ADR_FASTHEALTH 0xAF1A34
#define ADR_AUTHORITY 0x00B0BC62
#define ADR_NOFLASH 0x5AAD3C
#define ADR_RADARGPS 0x59DE61
#define ADR_UNLOCKSWIM 0x509908
#define ADR_DAMAGEAS 0x51058B
#define ADR_VEH_NODAMAGE 0x42A673
#define ADR_VEH_NOOVERHEAT 0x727826
#define ADR_VEH_INVISIBLE 0x42A9E2
#define ADR_VEH_SUPERFIRE1 0x4270BD
#define ADR_VEH_SUPERFIRE2 0x4270E8
#define ADR_VEH_SUPERFIRE3 0x426AE7
#define OFS_SLOTS 0x9F1E4
#define ADR_GETBASE ( 0xB6FA38 - ADR_PLAYERPOINTER )
#define ADR_NEWCBASE ( ADR_GETBASE - 0x4 )
#define ADR_ARTILLERY1 0x4F8745
#define ADR_ARTILLERY2 0x4F89D3
#define ADR_ARTILLERY3 0x596479
#define ADR_ARTILLERY4 0x59650C
#define ADR_ARTILLERY5 0x596254
#define ADR_ARTILLERY6 0x5781B0
#define ADR_ARTILLERY7 0x5963F3
#define ADR_ARTILLERY8 0x596589
FUNCTIONS (CREDITS: ROBERTO)
Code:
// ---- BYTES
BYTE NOP [8] = {0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90};
BYTE JMP [1] = {0xEB};
BYTE RETN [1] = {0xC3};
BYTE RETNC [3] = {0xC2,0x0C,0x00};
BYTE QPLANTON [2] = {0xEB,0x3F};
BYTE QDEFUSEON [2] = {0xEB,0x42};
BYTE STWON [2] = {0xD9,0x40};
BYTE VEHFIREON [2] = {0xEB,0x0A};
BYTE INVISIBLEON [3] = {0x8D,0x47,0x0C};
BYTE PLANTDEFON [3] = {0xB3,0x01,0x88};
BYTE HEADON [5] = {0xB9,0x64,0xC1,0x54,0xA5};
BYTE ANTIM14ON [6] = {0xE9,0xAA,0x00,0x00,0x00,0x90};
BYTE AUTOHEALON [6] = {0xE9,0x3F,0x02,0x00,0x00,0x90};
BYTE EXTRACLIPON [3] = {0xB0,0x01,0x90};
BYTE STAMINAUPON [3] = {0xB1,0x01,0x90};
BYTE SNIPERXON [2] = {0xB3,0x01};
BYTE DAMAGEASPUNCH [7] = {0xB8,0x01,0x00,0x00,0x00,0x90,0x90};
BYTE DAMAGEASCOLT [7] = {0xB8,0x07,0x00,0x00,0x00,0x90,0x90};
// ---- PATCHES
CPatch pBoneshot (ADR_BONESHOT,HEADON,5);
CPatch pNoRecoil (ADR_NORECOIL,RETNC,3);
CPatch pNoSpread (ADR_NOSPREAD,NOP,6);
CPatch pNoReload (ADR_NORELOAD,NOP,6);
CPatch pNoDelay (ADR_NODELAY,NOP,2);
CPatch pUnlimitedAmmo (ADR_UNLIMITEDAMMO,RETN,1);
//CPatch pAutoAmmo1 (ADR_AUTOAMMO1,JMP,1);
//CPatch pAutoAmmo2 (ADR_AUTOAMMO2,NOP,6);
CPatch pShootthroughWalls1(ADR_STW1,STWON,2);
CPatch pShootthroughWalls2(ADR_STW2,STWON,2);
CPatch pUnlockSwim (ADR_UNLOCKSWIM, NOP, 2);
//CPatch pProne (ADR_PRONE,NOP, 2);
CPatch pStamina1 (ADR_STAMINA1, JMP, 1);
CPatch pStamina2 (ADR_STAMINA2, JMP, 1);
CPatch pStamina3 (ADR_STAMINA3, JMP, 1);
CPatch pAutoMedic1 (ADR_AUTOMEDIC1,AUTOHEALON,6);
CPatch pAutoMedic2 (ADR_AUTOMEDIC2,NOP,6);
CPatch pInvisible (ADR_INVI,INVISIBLEON,3);
CPatch pOnePositionKill1 (ADR_ONEPOSITIONKILL1,NOP,3);
CPatch pOnePositionKill2 (ADR_ONEPOSITIONKILL2,NOP,3);
CPatch pOnePositionKill3 (ADR_ONEPOSITIONKILL3,NOP,2);
CPatch pWalkthroughWalls(ADR_WTW,NOP,3);
CPatch pArtillery1 (ADR_ARTILLERY1,NOP,2);
CPatch pArtillery2 (ADR_ARTILLERY2,NOP,2);
CPatch pArtillery3 (ADR_ARTILLERY3,JMP,1);
CPatch pArtillery4 (ADR_ARTILLERY4,JMP,1);
CPatch pArtillery5 (ADR_ARTILLERY5,JMP,1);
CPatch pArtillery6 (ADR_ARTILLERY6,NOP,5);
CPatch pArtillery7 (ADR_ARTILLERY7,JMP,1);
CPatch pArtillery8 (ADR_ARTILLERY8,NOP,6);
CPatch pNoDamage (ADR_VEH_NODAMAGE,RETN,1);
CPatch pNoOverheat(ADR_VEH_NOOVERHEAT,NOP,4);
CPatch pVInvisible (ADR_VEH_INVISIBLE,NOP,3);
CPatch pSuperfire1 (ADR_VEH_SUPERFIRE1, NOP, 2);
CPatch pSuperfire2 (ADR_VEH_SUPERFIRE2, NOP, 2);
CPatch pSuperfire3 (ADR_VEH_SUPERFIRE3, VEHFIREON,2);
CPatch pFastPlant (ADR_FASTPLANT,QPLANTON,2);
CPatch pFastDefuse (ADR_FASTDEFUSE,QDEFUSEON,2);
CPatch pDPAnywhere (ADR_DPANYWHERE,PLANTDEFON,3);
CPatch pRadarGPS (ADR_RADARGPS, JMP, 1);
CPatch pMinesGPS (ADR_MINESGPS1, NOP, 6);
CPatch pMinesGPS2 (ADR_MINESGPS2, NOP, 6);
CPatch pRemoveFlash (ADR_NOFLASH, JMP, 1);
CPatch pRemoveM14 (ADR_NOM14,ANTIM14ON, 6);
CPatch pPunchDamage (ADR_DAMAGEAS,DAMAGEASPUNCH,7);
CPatch pColtDamage (ADR_DAMAGEAS,DAMAGEASCOLT,7);
//CPatch pStaminaUP1 (ADR_STAMINAUP1, STAMINAUPON,3);
//CPatch pStaminaUP2 (ADR_STAMINAUP2, STAMINAUPON,3);
//CPatch pExtraClipA (ADR_CLIPA, EXTRACLIPON, 3);
//CPatch pExtraClipS (ADR_CLIPS, EXTRACLIPON, 3);
//CPatch pSniperPX (ADR_SNIPERPX, SNIPERXON, 2);
CBase *g_pBase = (CBase*)ADR_PLAYERPOINTER;
void PlayerCheats()
{
DWORD dwIngame = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwPlayer = *(DWORD*)ADR_PLAYERPOINTER;
if (dwIngame != 0)
{
// --- SUPERJUMP
switch (nPlayer.nSuperjump)
{
case 1: if(GetAsyncKeyState(VK_CONTROL) &0x8000){ *(float*)(dwPlayer + OFS_Z) = *(float*)(dwPlayer+OFS_Z) + 35.0F; }
case 2: if(GetAsyncKeyState(VK_CONTROL) &0x8000){ *(float*)(dwPlayer + OFS_Z) = 500.0F; }
case 3: if(GetAsyncKeyState(VK_CONTROL) &0x8000){ *(float*)(dwPlayer + OFS_Z) = 1500.0F; }
case 4: if(GetAsyncKeyState(VK_CONTROL) &0x8000){ *(float*)(dwPlayer + OFS_Z) = 2500.0F; }
case 5: if(GetAsyncKeyState(VK_CONTROL) &0x8000){ *(float*)(dwPlayer + OFS_Z) = 5000.0F; }
}
// --- NO FALL DAMAGE
if (nPlayer.nNoFallDamage == 1)
{
*(float*)(dwPlayer+OFS_NOFALLDAMAGE) = -9999999;
}
// --- NO BOUNDS
if (nPlayer.nNoFallDamage == 1)
{
*(DWORD*)(ADR_NOBOUNDS1) = 0;
*(DWORD*)(ADR_NOBOUNDS2) = 0;
*(DWORD*)(ADR_NOBOUNDS3) = 0;
}
// --- SET SPEEDHACK
switch (nPlayer.nSpeed)
{
case 0 :*(double*)(ADR_SPEED) = 96; break;
case 1 :*(double*)(ADR_SPEED) = 96+10; break;
case 2 :*(double*)(ADR_SPEED) = 96+20; break;
case 3 :*(double*)(ADR_SPEED) = 96+200; break;
case 4 :*(double*)(ADR_SPEED) = 96+500; break;
case 5 :*(double*)(ADR_SPEED) = 96+1000; break;
}
// --- SET ROLLSPEED
switch (nPlayer.nSpeedroll)
{
case 0 :*(float*)(ADR_SPEEDROLLING) = 2.20; break;
case 1 :*(float*)(ADR_SPEEDROLLING) = 2.75; break;
case 2 :*(float*)(ADR_SPEEDROLLING) = 3.75; break;
case 3 :*(float*)(ADR_SPEEDROLLING) = 4.75; break;
case 4 :*(float*)(ADR_SPEEDROLLING) = 5.75; break;
case 5 :*(float*)(ADR_SPEEDROLLING) = 6.75; break;
}
// --- NO SPAWN WAIT
if (nPlayer.nNoSpawnWait == 1)
{
*(float*)(ADR_NOSPAWNWAIT1) = 0;
*(float*)(ADR_NOSPAWNWAIT2) = 0;
*(float*)(ADR_NOSPAWNWAIT3) = 0;
}
// --- INVISIBLE
if (nPlayer.nInvisible == 1)
{
pInvisible.Patch();
}
else
{
pInvisible.Restore();
}
// --- WTW
if (nPlayer.nWalkthroughWalls == 1)
{
pWalkthroughWalls.Patch();
}
else
{
pWalkthroughWalls.Restore();
}
// --- AUTOMEDIC
if (nPlayer.nAutoMedic == 1)
{
pAutoMedic1.Patch();
pAutoMedic2.Patch();
}
else
{
pAutoMedic1.Restore();
pAutoMedic2.Restore();
}
// --- STAMINA
if (nPlayer.nStamina == 1)
{
pStamina1.Patch();
pStamina2.Patch();
pStamina3.Patch();
}
else
{
pStamina1.Restore();
pStamina2.Restore();
pStamina3.Restore();
}
// --- PRONE
//if (nPlayer.nProne == 1)
//{
// pProne.Patch();
//}
//else
//{
// pProne.Restore();
//}
// --- ONE POSITION KILL
if (nPlayer.nOnePositionKill == 1)
{
pOnePositionKill1.Patch();
pOnePositionKill2.Patch();
pOnePositionKill3.Patch();
}
else
{
pOnePositionKill1.Restore();
pOnePositionKill2.Restore();
pOnePositionKill3.Restore();
}
// --- SWIM
if (nPlayer.nSwim == 1)
{
if ( *(DWORD*)(dwPlayer + OFS_PLAYERSTARE) != *(DWORD*)ADR_INVEHICLE)
{
*(DWORD*)(dwPlayer + OFS_PLAYERSTARE) = *(DWORD*)ADR_SWIM1;
pUnlockSwim.Patch();
}
}
else
{
*(DWORD*)(dwPlayer + OFS_PLAYERSTARE) = *(DWORD*)ADR_SWIM2;
*(DWORD*)(dwPlayer + OFS_PLAYERSTARE) = *(DWORD*)(dwPlayer + OFS_PLAYERSTARE);
pUnlockSwim.Restore();
}
// WEAPONMANAGER
#define MAX_WEAPONS 350
struct sWeaponsOriginalValues
{
DWORD dwWeight;
DWORD dwShotSpeed;
};
sWeaponsOriginalValues weaponsOriginalValues[MAX_WEAPONS];
bool bValueStored = false;
if(!bValueStored)
{
CWeaponGlobal* weaponPtr_1 = (CWeaponGlobal*)ADR_WEAPONGLOBAL1;
CWeaponGlobal* weaponPtr_2 = (CWeaponGlobal*)ADR_WEAPONGLOBAL2;
if ( weaponPtr_1 !=0 && weaponPtr_2 !=0 )
{
for(int i = 0; i < MAX_WEAPONS; i++)
{
weaponsOriginalValues[i].dwWeight = weaponPtr_1->WeaponPtr->WeaponInformations[i]->dwWeight;
weaponsOriginalValues[i].dwWeight = weaponPtr_2->WeaponPtr->WeaponInformations[i]->dwWeight;
weaponsOriginalValues[i].dwShotSpeed = weaponPtr_1->WeaponPtr->WeaponInformations[i]->dwShotSpeed;
weaponsOriginalValues[i].dwShotSpeed = weaponPtr_2->WeaponPtr->WeaponInformations[i]->dwShotSpeed;
bValueStored = true;
}
}
}
// --- NO WEAPON RANGE
if (nWeapon.nNoWeaponRange == 1)
{
if ( g_pBase->local )
{
CWeaponGlobal* weaponPtr_1 = (CWeaponGlobal*)ADR_WEAPONGLOBAL1;
CWeaponGlobal* weaponPtr_2 = (CWeaponGlobal*)ADR_WEAPONGLOBAL2;
if ( weaponPtr_1 !=0 && weaponPtr_2 !=0 )
{
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwRange = 1000000;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwRange = 1000000;
}
}
}
// --- EXTRA RANGE
if (nWeapon.nExtraRange == 1)
{
if ( g_pBase->local )
{
CWeaponGlobal* weaponPtr_1 = (CWeaponGlobal*)ADR_WEAPONGLOBAL1;
CWeaponGlobal* weaponPtr_2 = (CWeaponGlobal*)ADR_WEAPONGLOBAL2;
if ( weaponPtr_1 !=0 && weaponPtr_2 !=0 )
{
switch ( nWeapon.nExtraRange )
{
case 1 :
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 10000;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 10000;
break;
case 2 :
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 20000;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 20000;
break;
case 3 :
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 30000;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 30000;
break;
case 4 :
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 40000;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 40000;
break;
case 5 :
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 1000000;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwEffectRange = 1000000;
break;
}
}
}
}
// --- SUPER WEAPON
if (nWeapon.nSuperWeapon == 1)
{
if ( g_pBase->local )
{
CWeaponGlobal* weaponPtr_1 = (CWeaponGlobal*)ADR_WEAPONGLOBAL1;
CWeaponGlobal* weaponPtr_2 = (CWeaponGlobal*)ADR_WEAPONGLOBAL2;
if ( weaponPtr_1 !=0 && weaponPtr_2 !=0 )
{
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwShotSpeed = 50000;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwShotSpeed = 50000;
}
}
}else{
if ( bValueStored )
{
CWeaponGlobal* weaponPtr_1 = (CWeaponGlobal*)ADR_WEAPONGLOBAL1;
CWeaponGlobal* weaponPtr_2 = (CWeaponGlobal*)ADR_WEAPONGLOBAL2;
if ( weaponPtr_1 !=0 && weaponPtr_2 !=0 )
{
for(int i = 0; i < MAX_WEAPONS; i++)
{
weaponPtr_1->WeaponPtr->WeaponInformations[i]->dwShotSpeed = weaponsOriginalValues[i].dwShotSpeed;
weaponPtr_2->WeaponPtr->WeaponInformations[i]->dwShotSpeed = weaponsOriginalValues[i].dwShotSpeed;
}
}
}
}
if (nWeapon.nNoWeight == 1)
{
if ( g_pBase->local )
{
CWeaponGlobal* weaponPtr_1 = (CWeaponGlobal*)ADR_WEAPONGLOBAL1;
CWeaponGlobal* weaponPtr_2 = (CWeaponGlobal*)ADR_WEAPONGLOBAL2;
if ( weaponPtr_1 !=0 && weaponPtr_2 !=0 )
{
weaponPtr_1->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwWeight = 0;
weaponPtr_2->WeaponPtr->WeaponInformations[g_pBase->local->weapon]->dwWeight = 0;
}
}
}else
{
if ( bValueStored )
{
CWeaponGlobal* weaponPtr_1 = (CWeaponGlobal*)ADR_WEAPONGLOBAL1;
CWeaponGlobal* weaponPtr_2 = (CWeaponGlobal*)ADR_WEAPONGLOBAL2;
if ( weaponPtr_1 !=0 && weaponPtr_2 !=0 )
{
for(int i = 0; i < MAX_WEAPONS; i++)
{
weaponPtr_1->WeaponPtr->WeaponInformations[i]->dwWeight = weaponsOriginalValues[i].dwWeight;
weaponPtr_2->WeaponPtr->WeaponInformations[i]->dwWeight = weaponsOriginalValues[i].dwWeight;
}
}
}
}
// --- NO RECOIL
if (nWeapon.nNoRecoil == 1)
{
pNoRecoil.Patch();
}
else
{
pNoRecoil.Restore();
}
// --- NO SPREAD
if (nWeapon.nNoSpread ==1)
{
pNoSpread.Patch();
}
else
{
pNoSpread.Restore();
}
// --- NO DELAY
if (nWeapon.nNoDelay == 1)
{
pNoDelay.Patch();
}
else
{
pNoDelay.Restore();
}
// --- NO RELOAD
if (nWeapon.nNoReload == 1)
{
pNoReload.Patch();
}
else
{
pNoReload.Restore();
}
// --- UNLIMITED AMMO
if (nWeapon.nUnlimitedAmmo == 1)
{
pUnlimitedAmmo.Patch();
}
else
{
pUnlimitedAmmo.Restore();
}
// --- STW
if (nWeapon.nShootthroughWalls == 1)
{
pShootthroughWalls1.Patch();
pShootthroughWalls2.Patch();
}
else
{
pShootthroughWalls1.Restore();
pShootthroughWalls2.Restore();
}
// --- BONESHOT
if (nWeapon.nBoneshot == 1)
{
pBoneshot.Patch();
}
else
{
pBoneshot.Restore();
}
// --- ARTILLERY
if (nWeapon.nArtillery == 1)
{
pArtillery1.Patch();
pArtillery2.Patch();
pArtillery3.Patch();
pArtillery4.Patch();
pArtillery5.Patch();
pArtillery6.Patch();
pArtillery7.Patch();
pArtillery8.Patch();
}
else
{
pArtillery1.Restore();
pArtillery2.Restore();
pArtillery3.Restore();
pArtillery4.Restore();
pArtillery5.Restore();
pArtillery6.Restore();
pArtillery7.Restore();
pArtillery8.Restore();
}
// --- AUTOAMMO
//if (nWeapon.nAutoAmmo == 1)
//{
// pAutoAmmo1.Patch();
// pAutoAmmo2.Patch();
//}
//else
//{
// pAutoAmmo1.Restore();
// pAutoAmmo2.Restore();
//}
//if (nWeapon.nScope)
//{
// if (GetAsyncKeyState(0x02))
// {
// *(DWORD*)(ADR_SCOPE) = 8;
// }
// else
// {
// *(DWORD*)(ADR_SCOPE) = 5;
// }
//}
// --- FAST ALL
if (nStatic.nFastAll == 1 )
{
*(float*)(ADR_FASTAMMO) = 15.0F;
*(float*)(ADR_FASTHEALTH) = 15.0F;
}
// --- FAST DEFUSE
if (nStatic.nFastPlant == 1)
{
pFastPlant.Patch();
}
else
{
pFastPlant.Restore();
}
// --- FAST PLANT
if (nStatic.nFastDefuse == 1)
{
pFastDefuse.Patch();
}
else
{
pFastDefuse.Restore();
}
// --- PLANT DEFUSE ANYWHERE
if (nStatic.nPlantanywhere == 1)
{
pDPAnywhere.Patch();
}
else
{
pDPAnywhere.Restore();
}
if (nStatic.nDefuseanywhere == 1)
{
pDPAnywhere.Patch();
}
else
{
pDPAnywhere.Restore();
}
// --- RADAR GPS
if (nVisual.nRadarGPS == 1)
{
pRadarGPS.Patch();
}
else
{
pRadarGPS.Restore();
}
// --- MINE GPS
if (nVisual.nMineGPS == 1)
{
pMinesGPS.Patch();
pMinesGPS2.Patch();
}
else
{
pMinesGPS.Restore();
pMinesGPS2.Restore();
}
// --- REMOVE FLASH
if (nVisual.nRemoveFlash == 1)
{
pRemoveFlash.Patch();
}
else
{
pRemoveFlash.Restore();
}
// --- REMOVE M14
if (nVisual.nRemoveM14 == 1)
{
pRemoveM14.Patch();
}
else
{
pRemoveM14.Restore();
}
// --- VEHICLE INVISIBLE
if (nVehicle.nInvisible == 1)
{
pVInvisible.Patch();
}
else
{
pVInvisible.Restore();
}
// --- VEHICLE NO DAMAGE
if (nVehicle.nNoDamage == 1)
{
pNoDamage.Patch();
}
else
{
pNoDamage.Restore();
}
// --- VEHICLE NO OVERHEAT
if (nVehicle.nNoOverheat == 1)
{
pNoOverheat.Patch();
}
else
{
pNoOverheat.Restore();
}
// --- VEHICLE SUPERFIRE
if (nVehicle.nSuperfire == 1)
{
pSuperfire1.Patch();
pSuperfire2.Patch();
pSuperfire3.Patch();
}
else
{
pSuperfire1.Restore();
pSuperfire2.Restore();
pSuperfire3.Restore();
}
//// --- EXTRACLIP A
//if (nPX.nClipA == 1)
//{
// pExtraClipA.Patch();
//}
//else
//{
// pExtraClipA.Restore();
//}
//// --- EXTRACLIP S
//if (nPX.nClipS == 1)
//{
// pExtraClipS.Patch();
//}
//else
//{
// pExtraClipS.Restore();
//}
//// --- STAMINA UP
//if (nPX.nStamina == 1)
//{
// pStaminaUP1.Patch();
// pStaminaUP2.Patch();
//}
//else
//{
// pStaminaUP1.Restore();
// pStaminaUP2.Restore();
//}
//// --- SNIPER PX
//if (nPX.nSniperPX == 1)
//{
// pSniperPX.Patch();
//}
//else
//{
// pSniperPX.Restore();
//}
// --- DAMAGE AS
if (nBinder.nDamage == 1)
{
pPunchDamage.Patch();
}
if (nBinder.nDamage == 2)
{
pPunchDamage.Restore();
pColtDamage.Patch();
}
if (nBinder.nDamage == 0)
{
pPunchDamage.Restore();
pColtDamage.Restore();
}
}
}
// --- SERVER CHEATS
DWORD dwServer = 0;
void Servercheats( void )
{
dwServer = *(DWORD*)ADR_SERVERPOINTER;
if (dwServer != 0)
{
// ---- SLOT CHEAT
BYTE Slot5,Slot6,Slot7,Slot8;
bool cSlot = true;
if (nBinder.nSlots == 1)
{
if ( cSlot == true )
{
Slot5 = *(BYTE*)(dwServer+OFS_SLOTS);
Slot6 = *(BYTE*)(dwServer+OFS_SLOTS+0x1);
Slot7 = *(BYTE*)(dwServer+OFS_SLOTS+0x2);
Slot8 = *(BYTE*)(dwServer+OFS_SLOTS+0x3);
// ==========================================
*(BYTE*)(dwServer+OFS_SLOTS) = 1;
*(BYTE*)(dwServer+OFS_SLOTS+0x1) = 1;
*(BYTE*)(dwServer+OFS_SLOTS+0x2) = 1;
*(BYTE*)(dwServer+OFS_SLOTS+0x3) = 1;
cSlot = false;
}
}
else
{
if ( cSlot == false )
{
*(BYTE*)(dwServer+OFS_SLOTS) = Slot5;
*(BYTE*)(dwServer+OFS_SLOTS+0x1) = Slot6;
*(BYTE*)(dwServer+OFS_SLOTS+0x2) = Slot7;
*(BYTE*)(dwServer+OFS_SLOTS+0x3) = Slot8;
cSlot = true;
}
}
// --- WEAPON BINDER
if (nBinder.nClass > 0)
{
find_weapons();
if (nBinder.nSlot1 > 0)
WPNput(nBinder.nClass - 1, 0, nBinder.nSlot1 -1);
if (nBinder.nSlot2 > 0)
WPNput(nBinder.nClass - 1, 1, nBinder.nSlot2 -1);
if (nBinder.nSlot3 > 0)
WPNput(nBinder.nClass - 1, 2, nBinder.nSlot3 -1);
if (nBinder.nSlot4 > 0)
WPNput(nBinder.nClass - 1, 3, nBinder.nSlot4 -1);
if (nBinder.nSlot5 > 0)
WPNput(nBinder.nClass - 1, 4, nBinder.nSlot5 -1);
if (nBinder.nSlot6 > 0)
WPNput(nBinder.nClass - 1, 5, nBinder.nSlot6 -1);
if (nBinder.nSlot7 > 0)
WPNput(nBinder.nClass - 1, 6, nBinder.nSlot7 -1);
if (nBinder.nSlot8 > 0)
WPNput(nBinder.nClass - 1, 7, nBinder.nSlot8 -1);
}
}
}
BYPASS (NOT UPDATED, BUT ITS WORKING FOR ME ROFL I DONT KNOW WHY)
Code:
VOID AntiHackshield(void)
{
// ---- GET MODULE HANDLE
DWORD EhSvc = 0;
do
{
EhSvc = (DWORD)GetModuleHandleA(Hackshield);
Sleep(300);
}
while(!EhSvc);
// ---- BYTES
BYTE RETURN_4 [3] = { 0xC2,0x04,0x00 };
BYTE XOR [1] = { 0x31 };
BYTE RETURN [1] = { 0xC3 };
BYTE JUMP [1] = { 0xEB };
BYTE RETURN_C [3] = { 0xC2,0x0C,0x00 };
BYTE JE [1] = { 0x74 };
BYTE ADDEAX [2] = { 0x03,0xD2 };
BYTE MOVEAX [5] = { 0xB5,0x00,0x00,0x00,0x00 };
// ---- ADRESSES
#define cHackshieldA 0x51C897
#define cHackshieldB 0x51CF23
#define cHackshieldC 0x5DD1B9
// ---- INSIDE WARROCK
MemEdit((VOID *)(cHackshieldA),(LPVOID)RETURN_C,sizeof(RETURN_C));
MemEdit((VOID *)(cHackshieldB),(LPVOID)JUMP,sizeof(JUMP));
MemEdit((VOID *)(cHackshieldC),(LPVOID)RETURN,sizeof(RETURN));
MemEdit((VOID *)(0x84B120),(LPVOID)RETURN,sizeof(RETURN));
MemEdit((VOID *)(0x805544),(LPVOID)RETURN_4,sizeof(RETURN_4));
// ---- HACKSHIELD
MemEdit((VOID *)(EhSvc+0x8BB90), (LPVOID)RETURN,sizeof(RETURN));
MemEdit((VOID *)(EhSvc+0xAB90),(LPVOID)RETURN_4,sizeof(RETURN_4));
}
VMT HOOK (CREDITS: DUNNO I THINK ROBERTOS)
Code:
DWORD VMTHook ( int index )
{
if (!0xAE6C94) return 0;
DWORD dwBla1 = *(DWORD*)0xAE6C94; // ADR_DEVICEPOINTER
if (!dwBla1) return 0;
DWORD dwBla2 = *(DWORD*)(dwBla1+0x2B930); //OFFSET_DEVICEPOINTER
if (!dwBla2) return 0;
dwBla2 = *(DWORD*)dwBla2;
if (!dwBla2) return 0;
return dwBla2 + (4*index);
}
USAGE:
bool bValid = false;
while(true)
{
bValid = VMTHook (0) > 0;
if (bValid)
{
// ---- RESET
if( *(DWORD*) VMTHook(16) != (DWORD)&myReset && VMTHook(16) != NULL)
{
pReset = (oReset) *(DWORD*)VMTHook(16);
*(DWORD*)VMTHook(16) = (DWORD)&myReset ;
}
// ---- ENDSCENE
if( *(DWORD*) VMTHook(42) != (DWORD)&myEndScene && VMTHook(42) != NULL)
{
pEndScene = (oEndScene) *(DWORD*)VMTHook(42);
*(DWORD*)VMTHook(42) = (DWORD)&myEndScene;
}
// ---- SETTRANSFORM
if( *(DWORD*) VMTHook(44) != (DWORD)&mySetTransform && VMTHook(44) != NULL)
{
pSetTransform = (oSetTransform) *(DWORD*)VMTHook(44);
*(DWORD*)VMTHook(44) = (DWORD)&mySetTransform;
}
// ---- DRAWINDEXEDPRIMITIVE
if( *(DWORD*) VMTHook(82) != (DWORD)&myDrawIndexedPrimitive && VMTHook(82) != NULL)
{
pDrawIndexedPrimitive = (oDrawIndexedPrimitive) *(DWORD*)VMTHook(82);
*(DWORD*)VMTHook(82) = (DWORD)&myDrawIndexedPrimitive ;
}
Sleep(300);
}
}
STRUCTS: (CREDITS: KAZBAH OR SOMEONE IDK)
Code:
#include <windows.h>
#include "nAdresses.hpp"
struct vectorB
{
float x,a,z,b,y,d,m,g,s;
};
struct vectorA
{
float x,z,y;
};
class CVehicle;
struct CPlayer
{
char unknown0[50328]; //0x0000
BYTE index; //0xC498
char unknown50329[43]; //0xC499
CVehicle* wVehicle; //0xC4C4
char unknown50376[15588]; //0xC4C8
float pitch; //0x101AC
char unknown65968[24]; //0x101B0
float yaw; //0x101C8
char unknown65996[8]; //0x101CC
vectorA pos; //0x101D4
char unknown66008[14]; //0x101D8
WORD weapon; //0x101EE
char unknown66032[92]; //0x101F0
__int32 status; //0x1024C
char unknown66128[164]; //0x10250
vectorB pos1; //0x102F4
char unknown66296[172]; //0x102F8
BYTE shotting; //0x103A4
};
struct CLocal
{
char unknown51[32]; //0x0000
vectorA pos; //0x0020
char unknown52[36]; //0x002C
float pitch; //0x0050
float yaw; //0x0054
char unknown53[16]; //0x0058
float view_down; //0x0068
float view_up; //0x006C
float fovx; //0x0070
float fovy; //0x0074
};
struct CPlayerInfo
{
char unknown0[1288]; //0x0000
char ip[16]; //0x0508
char unknown1304[300]; //0x0518
char name[20]; //0x0644
char unknown1624[836]; //0x0658
__int32 health; //0x099C
__int32 maxhealth; //0x09A0
char unknown2464[336]; //0x09A4
BYTE team; //0x0AF4
char unknown2805[13671]; //0x0AF5
};
struct CBase
{
CPlayer* local;
char unknown0[0x82618];
CPlayer** player;
};
struct CWeaponInformations
{
char _0x0000[20];
char Name[25]; //0x0014
char _0x002D[39];
char ShortName[4]; //0x0054
char _0x0058[1];
char Animation[4]; //0x0059
char _0x005D[5219];
DWORD dwDamage; //0x14C0
DWORD dwDefence; //0x14C4
DWORD dwRange; //0x14C8
DWORD dwAmmoNum; //0x14CC
DWORD dwMagazineNum; //0x14D0
DWORD dwEffectRange; //0x14D4
DWORD dwParabola; //0x14D8 ?
float ReactAmount; //0x14DC
float ReactRecovery; //0x14E0
float Accurate; //0x14E4
DWORD dwShotSpeed; //0x14E8
DWORD dwWeight; //0x14EC
};
struct CWeaponGlobalPtr
{
CWeaponInformations* WeaponInformations[340]; //0x0000
};
struct CWeaponGlobal
{
char _0x0000[64];
CWeaponGlobalPtr* WeaponPtr;
};
struct t_weap
{
char unknown[12];
int id;
char lname[32];
char sname1[32];
char sname2[32];
char sname3[32];
char data[5336];
};
struct t_slot
{
BYTE enab;
BYTE type;
BYTE id;
BYTE novaule;
char dum1[33];
char sname[16];
char dum2[19];
DWORD adr_weap;
DWORD adr_inv;
};
struct t_invslot
{
BYTE enab;
BYTE type;
BYTE id;
BYTE novaule;
char dum1[33];
char sname[16];
char dum2[19];
DWORD adr_weap;
DWORD adr_inv;
};
#define ADR_WEAPONBASE 0xB0BE08
#define ADR_PLAYERID 0xA40
#define ADR_SLOTBASE 0x9E040
DWORD *serverptr = (DWORD*)ADR_SERVERPOINTER;
DWORD dwADR_WEAPONBASE = ADR_WEAPONBASE;
DWORD dwOFS_SLOTBASE = ADR_SLOTBASE;
DWORD dwOFS_PLAYERID = ADR_PLAYERID;
t_weap *pweap[342];
t_slot *pslot[8];
t_invslot *pinvoslot[8];
t_invslot *WPNinvslotadr(int pclass, int slot)
{
return (t_invslot *)(*serverptr+dwOFS_SLOTBASE+(pclass*0x50)+(slot*0x50));
}
t_slot *WPNslotadr(int pclass, int slot)
{
return (t_slot *)(*serverptr+dwOFS_SLOTBASE+(pclass*0x280)+(slot*0x50));
}
void WPNput(int pclass, int slot, int weappon)
{
t_slot *pslot;
if (weappon<0 || pweap[weappon] == 0) return;
pslot=WPNslotadr(pclass,slot);
pslot->adr_weap=(DWORD)pweap[weappon];
strcpy(pslot->sname, pweap[weappon]->lname);
pslot->id = weappon;
pslot->type = 0x44;
pslot->enab = 1;
}
void find_weapons(void)
{
DWORD *p_weapbase, *baseadr;
t_weap *weap;
for (int i=0; i<342; i++)pweap[i]=0;
p_weapbase=(DWORD *)dwADR_WEAPONBASE;
baseadr=(DWORD*)(*p_weapbase);
for (int b=0;b<342;b++)
{
weap=(t_weap *)(*baseadr);
if (weap)pweap[b]=weap;
baseadr++;
}
}
int WPNget(int pclass, int slot)
{
t_slot *pslot;
pslot=WPNslotadr(pclass,slot);
return pslot->id;
}
ESP: (FROM ROBERTO BASE)
Code:
// --- IS VALID
int IsValid = 479;
bool IsValidPlayer ( CPlayer* Player, CPlayerInfo* Info )
{
if (
!IsBadReadPtr((void*)Player, sizeof(CPlayer)) &&
!IsBadReadPtr((void*)Info,sizeof(CPlayerInfo)) &&
Player && Info && Info->health > 0 && strlen(Info->name) > 0
) return true;
return false;
}
// --- MATRIX
D3DXMATRIX dxProjection, dxView, dxWorld,identity;
D3DXVECTOR3 * GetScreenCoordFromWorld( IDirect3DDevice9 *pDevice, D3DXVECTOR3 &vScreenCoord, D3DXVECTOR3 vWorldLocation )
{
if( !pDevice ) return NULL;
D3DVIEWPORT9 viewPort;
D3DXVECTOR3 vOrthoLocation;
pDevice->GetViewport( &viewPort );
D3DXMatrixIdentity( &identity );
D3DXVec3Project( &vScreenCoord, &vWorldLocation, &viewPort, &dxProjection, &dxView, &identity);
if(vScreenCoord.z < 1)
{
return &vScreenCoord;
}
return NULL;
}
CPlayerInfo* GetPlayerInfo(int index)
{
if ( index > 32 ) return 0;
DWORD dwBasePointer = ADR_BASEPOINTER;
DWORD dwSize = ADR_PLAYERSIZE;
return (CPlayerInfo*) (dwBasePointer + (index*dwSize));
};
float GetDistance ( CPlayer* Local, CPlayer* Player )
{
float angle[3];
angle[0] = Player->pos.x - Local->pos.x;
angle[1] = Player->pos.y - Local->pos.y;
angle[2] = Player->pos.z - Local->pos.z;
return sqrt(angle[0]*angle[0] + angle[1]*angle[1] + angle[2]*angle[2]);
}
void ESPCheats( LPDIRECT3DDEVICE9 pDevice )
{
for ( int i = 0; i < 32; i++ )
{
if(!g_pBase->player || !g_pBase->local) break;
CPlayer *spPlayer;
CPlayerInfo *spInfo;
spPlayer = g_pBase->player[i];
spInfo = GetPlayerInfo(i);
D3DCOLOR UrbaESP;
if ( spInfo && spPlayer )
{
CPlayerInfo *spLocalInfo = GetPlayerInfo(g_pBase->local->index);
if (nESP.nNameESP || nESP.nHealthESP || nESP.nHealthESP || nESP.nTeamESP || nESP.nIPESP )
{
D3DXVECTOR3 g_pPlayer(spPlayer->pos.x, spPlayer->pos.z, spPlayer->pos.y), g_vView;
if ( IsValidPlayer(spPlayer, spInfo) && GetScreenCoordFromWorld ( pDevice, g_vView, g_pPlayer) )
{
float foffset = g_vView.y-30;
if (nESP.nEnemyOnly == 1 && spInfo->team != spLocalInfo->team && spInfo->health > 0 && spInfo->name > 0 )
{
if (nESP.nNameESP)
{
menu.DrawTextA( g_vView.x, foffset,D3DCOLOR_ARGB(255,255,0,0) , spInfo->name, D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
if (nESP.nHealthESP == 1)
{
int iPercent = static_cast <int> ((spInfo->health * 100 / spInfo->maxhealth));
menu.DrawHealthBox( g_vView.x, foffset+5, iPercent, pDevice);
foffset += 10;
}
if (nESP.nTeamESP == 1)
{
if ( GetPlayerInfo(i)->team == 1 )
{
menu.DrawTextA(g_vView.x,foffset,D3DCOLOR_ARGB(255,0,255,0),"NIU", D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
else
{
menu.DrawTextA(g_vView.x,foffset,D3DCOLOR_ARGB(255,0,255,0),"Derberan", D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
}
if (nESP.nIPESP == 1)
{
menu.DrawTextA( g_vView.x,foffset,D3DCOLOR_ARGB(255,255,0,0) , spInfo->ip, D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
if (nESP.nDistanceESP == 1)
{
char szDistance[100];
sprintf(szDistance,/*%.2f m*/XorStr<0x27,7,0xC1C454F0>("\x02\x06\x1B\x4C\x0B\x41"+0xC1C454F0).s,GetDistance(g_pBase->local, spPlayer)/60);
menu.DrawTextA( g_vView.x,foffset, D3DCOLOR_ARGB(255,255,140,0), szDistance, D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
}
else if (nESP.nEnemyOnly == 2 && spInfo->health > 0 )
{
if ( spLocalInfo->team == spInfo->team )
{
UrbaESP = D3DCOLOR_ARGB(255,235,235,235);
}
else
{
UrbaESP = D3DCOLOR_ARGB(255,255,000,000);
}
if (nESP.nNameESP == 1)
{
menu.DrawTextA( g_vView.x,foffset,UrbaESP, spInfo->name,D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
if (nESP.nHealthESP == 1)
{
int iPercent = static_cast <int> ((spInfo->health * 100 / spInfo->maxhealth));
menu.DrawHealthBox( g_vView.x, foffset+5, iPercent, pDevice);
foffset += 10;
}
if (nESP.nTeamESP == 1)
{
if ( GetPlayerInfo(i)->team == 1 )
{
menu.DrawTextA(g_vView.x,foffset,D3DCOLOR_ARGB(255,0,255,0),"NIU", D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
else
{
menu.DrawTextA(g_vView.x,foffset,D3DCOLOR_ARGB(255,0,255,0),"Derberan", D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
}
if (nESP.nIPESP == 1)
{
menu.DrawTextA( g_vView.x,foffset,UrbaESP, spInfo->ip, D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
if (nESP.nDistanceESP == 1)
{
char szDistance[100];
sprintf(szDistance,/*%.2f m*/XorStr<0x27,7,0xC1C454F0>("\x02\x06\x1B\x4C\x0B\x41"+0xC1C454F0).s,GetDistance(g_pBase->local, spPlayer)/60);
menu.DrawTextA( g_vView.x,foffset, D3DCOLOR_ARGB(255,255,140,0), szDistance, D3DFONT_CENTERED_X || D3DFONT_ZENABLE || D3DFONT_ITALIC);
foffset += 10;
}
}
}
}
}
}
}
have fun. full credits to roberto, nikm, kazbah and much more *laugh ova 9000* /drunk mode
fully supports copy and paste, also the copy of paste level of this content is over 9000.
I'll update the adresses for like the next 2-3 updates and make them public, so hf.
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09/05/2013, 19:05
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#101
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elite*gold: 0
Join Date: Apr 2012
Posts: 594
Received Thanks: 810
|
Request:
WR Dump 16.03.2013 & Ehsvc Dump 16.03.2013
Ehsvc Dump 05.10.2013 Thanks!
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09/06/2013, 14:10
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#102
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elite*gold: 2
Join Date: Aug 2013
Posts: 80
Received Thanks: 40
|
Code:
//=========================================\
//=============== wSiiCK Logger =============\
//============= v.1.2 ============\
//============= Start logging =============\
//=========================================\
//~~~~~~~~~~~~Pointers~~~~~~~~~~~~
unsigned long ptrLocalPlayer = 0x00AED41C;
unsigned long ptrRemotePlayer = 0x00B6FA38;
unsigned long ptrLocalServer = 0x00AE7BE4;
unsigned long ptrRemoteBase = 0x00B1FE10;
unsigned long ptrViewPort = 0x00AE6C90;
unsigned long ptrWeapon1 = 0x00B0BDC8;
unsigned long ptrWeapon2 = 0x00B60708;
unsigned long ptrVehicle1 = 0x00AE6DFC;
unsigned long ptrVehicle2 = 0x00AE6D94;
//~~~~~~~~~~~~Memory~~~~~~~~~~~~~
unsigned long memWalkHeigth = 0x008CD2A0;
unsigned long memClanTag1 = 0x00B0BDA8;
unsigned long memClanTag2 = 0x00B0BD64;
unsigned long memClanTag3 = 0x00B0BDB0;
unsigned long memClanTag4 = 0x00B0BDAC;
unsigned long memClanChat = 0x00AA3684;
unsigned long memClanName = 0x00B0BD68;
unsigned long memSpeed = 0x008CD5C0;
unsigned long memGlobalSpeed = 0x00AE6CB4;
unsigned long memSTW = 0x00AE70B4;
unsigned long memBoneShot = 0x008CE1F0;
unsigned long memNoBounds = 0x00B7FAE4;
unsigned long memNoSpawnWait = 0x00B8A084;
unsigned long memPlantAnyWhere = 0x00AE6CCE;
unsigned long memDefuseAnyWhere = 0x0093846C;
//~~~~~~~~~~~~Binder~~~~~~~~~~~~~
unsigned long adrClassBase = 0x00B207B8;
unsigned long adrSlotBase = 0x009E040;
unsigned long adrWeaponBase = 0x00B0BE08;
//~~~~~~~~~~~~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 = 0x00B18;
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 = 0x00B7E4C;
//~~~~~~~~~~~~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 = 0x00644;
//~~~~~~~~~~~~Assembler~~~~~~~~~~~~~
unsigned long asmNoHSKick = 0x004E0F64;
//~~~~~~~~~~~~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[0x82618]
CPlayer** _Remote;
}; // => 0xB6FA3C
CBase* _pBase = (CBase*)0x00AED41C;
CPlayer* _pPlayer = (CPlayer*)0x00AED41C;
//============== Next logging ===========\
Have fun
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09/07/2013, 00:44
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#103
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elite*gold: 0
Join Date: Dec 2009
Posts: 5
Received Thanks: 0
|
REQUEST:
LAST DUMP WarRock.exe & EhSvc.dll
Thanks again in advance
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09/08/2013, 06:41
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#104
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elite*gold: 0
Join Date: Feb 2012
Posts: 82
Received Thanks: 18
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Code:
unsigned long ofsAmmoNumber = 0x0014CC;
void AmmoNo()
{
DWORD player = *(DOWRD*)Playerptr;
if(player!=0)
{
*(DWORD*)player+ofsAmmoNumber = 99999;
}
}
this is correct?
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09/08/2013, 08:26
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#105
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elite*gold: 0
Join Date: Oct 2012
Posts: 47
Received Thanks: 5
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Quote:
Originally Posted by babyiloveyou12
Code:
unsigned long ofsAmmoNumber = 0x0014CC;
void AmmoNo()
{
DWORD player = *(DOWRD*)Playerptr;
if(player!=0)
{
*(DWORD*)player+ofsAmmoNumber = 99999;
}
}
this is correct?
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No, use structs in order to do so..
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