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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 10/19/2015, 06:01   #1036



 
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Quote:
Originally Posted by Alliance™ View Post
In WarRock is not detected!
xd
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Old 10/19/2015, 12:26   #1037



 
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Quote:
Originally Posted by Alliance™ View Post
In WarRock is not detected!
you just proved that you clearly don't know what your doing
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Old 10/19/2015, 12:52   #1038
 
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Quote:
Originally Posted by Cyno™ View Post
you just proved that you clearly don't know what your doing
what you mean with "you just proved that you clearly don't know what your doing" lol omg!
Try yourself yo use this function and see if doesn't work!I know what i doing else don't post public source!
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Old 10/19/2015, 13:01   #1039
 
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Haha since xigncode most asm is UD. So this packet function will work fine
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Old 10/19/2015, 13:03   #1040
 
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those latest posts just showed off the quality content of this warrock coding thread

inb4 it degenerates even moar

i didnt meant that the function is detected by the anticheat, with "detected" i meant that i've found useless inline asm garbage that could be converted to standard good looking C programming using typedef

it should be smth liek that(basing off your inline asm hag - i don't have worrok)

Code:
typedef void(__thiscall* _SendPacket)(DWORD This, char* packet, size_t len);
_SendPacket SendPacket = (_SendPacket)0x00826F10;

...
DWORD ClassPtr = *(DWORD *)0xB010C4;
DWORD This = (ClassPtr + 0x458);

SendPacket(This, "PLAY WORROK TOGETHER XD", strlen("nub"));
Quote:
Originally Posted by znoeen
Haha since xigncode most asm is UD. So this packet function will work fine
10/10 i wish i had your coding edge
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Old 10/19/2015, 13:15   #1041
 
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Quote:
Originally Posted by disav0w_ View Post
those latest posts just showed off the quality content of this warrock coding thread

inb4 it degenerates even moar

i didnt meant that the function is detected by the anticheat, with "detected" i meant that i've found useless inline asm garbage that could be converted to standard good looking C programming using typedef

it should be smth liek that

Code:
typedef void(__thiscall* _SendPacket)(DWORD This, char* packet, size_t len);
_SendPacket SendPacket = (_SendPacket)0x00826F10;

...
DWORD ClassPtr = *(DWORD *)0xB010C4;
DWORD This = (ClassPtr + 0x458);

SendPacket(This, "PLAY WORROK TOGETHER XD", strlen("nub"));
Code:
DWORD This = *(DWORD*)(ClassPtr + 0x458);
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Old 10/19/2015, 13:23   #1042
 
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Quote:
Originally Posted by Alliance
Code:
DWORD This = *(DWORD*)(ClassPtr + 0x458);
Quote:
Originally Posted by Alliance
lea ecx, dword ptr ds : [edi + 0x458]
lea != mov
try again
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Old 10/19/2015, 22:28   #1043
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Quote:
Originally Posted by disav0w_ View Post
inline asm useless shiet detected y u no typedef?!?!?!

Quote:
Originally Posted by Alliance™ View Post
In WarRock is not detected!
Alliance that aint asm! that just a small call codecave. that function can be done via typedef.
Alliance keep assminggg! PLS I lowe assembly!


Quote:
Originally Posted by Cyno™ View Post
you just proved that you clearly don't know what your doing
@Frank ye its clare he don't knoW what hes doing, and what is trying to do. but your post is really useless no sense to reply

Quote:
Originally Posted by Alliance™ View Post
what you mean with "you just proved that you clearly don't know what your doing" lol omg!
Try yourself yo use this function and see if doesn't work!I know what i doing else don't post public source!
Its clare alliance don't take it as a rude, but your snippet suck..... EASY.


Quote:
Originally Posted by znoeen View Post
Haha since xigncode most asm is UD. So this packet function will work fine
@Znoeen 10 age's of coding experience

Quote:
Originally Posted by disav0w_ View Post
those latest posts just showed off the quality content of this warrock coding thread

inb4 it degenerates even moar

i didnt meant that the function is detected by the anticheat, with "detected" i meant that i've found useless inline asm garbage that could be converted to standard good looking C programming using typedef

it should be smth liek that(basing off your inline asm hag - i don't have worrok)

Code:
typedef void(__thiscall* _SendPacket)(DWORD This, char* packet, size_t len);
_SendPacket SendPacket = (_SendPacket)0x00826F10;

...
DWORD ClassPtr = *(DWORD *)0xB010C4;
DWORD This = (ClassPtr + 0x458);

SendPacket(This, "PLAY WORROK TOGETHER XD", strlen("nub"));

10/10 i wish i had your coding edge

are you sure convention is at = __thiscall ? maybe some HAK MAKKER CAN flaming you, about crash/ not working function..... maybe due too bad call convention! please ch3k it. to avoid flame xddd
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Old 10/19/2015, 22:49   #1044
 
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Quote:
Frank ye its clare he don't knoW what hes doing, and what is trying to do. but your post is really useless no sense to reply
Join the King7 of Rome , you don't know anythink of packet and talk everytime!
This source is discovered by me and there aren't any source public of that!
I love asm and the solution posted by disavow doesn't work because warrock get bugtrap crash!

I use typedef solution for other function, in this case i releasing asm method,the code work perfectly without crash or error ...than you comment is useless bad boss boy!
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Old 10/20/2015, 15:57   #1045
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Quote:
Originally Posted by Alliance™ View Post
Join the King7 of Rome , you don't know anythink of packet and talk everytime!
This source is discovered by me and there aren't any source public of that!
I love asm and the solution posted by disavow doesn't work because warrock get bugtrap crash!

I use typedef solution for other function, in this case i releasing asm method,the code work perfectly without crash or error ...than you comment is useless bad boss boy!
We are talking about code, not about what codes doing!
Good you discoverd. good good! CAN YOU DISCOVER something for me ?_?
OK? Butstrap ? or strapbug ? ASMMER I LOWE ASSMER I'M ASSMER PROGRAMERZ"!

Quote:
Originally Posted by disav0w_ View Post
those latest posts just showed off the quality content of this warrock coding thread

inb4 it degenerates even moar

i didnt meant that the function is detected by the anticheat, with "detected" i meant that i've found useless inline asm garbage that could be converted to standard good looking C programming using typedef

it should be smth liek that(basing off your inline asm hag - i don't have worrok)

Code:
typedef void(__thiscall* _SendPacket)(DWORD This, char* packet, size_t len);
_SendPacket SendPacket = (_SendPacket)0x00826F10;

...
DWORD ClassPtr = *(DWORD *)0xB010C4;
DWORD This = (ClassPtr + 0x458);

SendPacket(This, "PLAY WORROK TOGETHER XD", strlen("nub"));

10/10 i wish i had your coding edge
Quote:
Originally Posted by GHTheBoss View Post
are you sure convention is at = __thiscall ? maybe some HAK MAKKER CAN flaming you, about crash/ not working function..... maybe due too bad call convention! please ch3k it. to avoid flame xddd

TEXT marked as red. i'm STILL SURE you Don't understand what i mean there... but other programmers with basic knowledge will understand except CODERZ like you wont






I Told you disaw0v now we got flammer! your typedef FonCti0n not working! damn damn damn damn BUG BUG BUG TRAP! I LOWIE ASSMER CUZ WORK! TYPEDEF NOT WORKZ! SO I'LL KEEP ASMING! CUZ ITS BETTER FASTER AND FAST AND RAPID LIKE A POKEMON!
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Old 10/20/2015, 21:03   #1046
 
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xd

as we can see, another copypasta gone wrong for Alliance™™™

1- the calling convention is correct, __thiscall allows you to pass the first parameter not in the stack but in ECX register(class pointer)
2- the function is WORKING, and IT'S NOT CRASHING, someone tested it for me

if you 100% copypaste from my post, it should work
do not follow Alliance ASM skills, do not do *(DWORD*)(ClassPtr+0x458), there's a lea, not a mov, but he clearly doesnt know the difference as he pasted without knowing what the call part from warrock.exe
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Old 10/20/2015, 21:47   #1047
 
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Quote:
Originally Posted by disav0w_ View Post
xd

as we can see, another copypasta gone wrong for Alliance™™™

1- the calling convention is correct, __thiscall allows you to pass the first parameter not in the stack but in ECX register(class pointer)
2- the function is WORKING, and IT'S NOT CRASHING, someone tested it for me

if you 100% copypaste from my post, it should work
do not follow Alliance ASM skills, do not do *(DWORD*)(ClassPtr+0x458), there's a lea, not a mov, but he clearly doesnt know the difference as he pasted without knowing what the call part from warrock.exe
There are more skilled coders in this forum but the 99% of them feels ***!
Next time i think 100000 times first to share code if this is a result!
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Old 01/04/2016, 16:33   #1048



 
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Simple DirectX9 Renderer

Just a little renderer class I threw myself together over the past 2 days.
This class only has basic functionality as of right now and is far from complete but it should be easy enough to extend.
I will probably add some more neat features within in the next few weeks if I find the time to do so.
When using this always make sure to follow up every begin call with an end call or just use the provided RAII wrapper Renderer::Guard.
If you don't want to use the RAII wrapper for whatever reason (for example if you are a lazy soab for example and want to be able to initialize
via static Renderer renderer(device); you should probably remove the shared_from_this stuff.

In order to render efficiently always remember that begin()/end() locks/unlocks the vertex buffer and flushes it (draws the batched primitives) so
try to minimize the cpu cycles between begin/end pairs.
When you exceed the maximum number of vertices or want to draw a different primitive type flush() is called internally.
That's why you should always draw the same types of primitives at once if possible, of course.

Feel free to send me a message if you have any suggestions or spotted a nasty bug.

Basic Usage:

demo.cpp
Code:
#include "renderer.hpp"

std::shared_ptr<Renderer> renderer;
bool initRenderer = true;

// EndScene/Present/...

if (initRenderer)
{
	renderer.reset(new Renderer(direct3DDevice));
	initRenderer = false;
}

{
	Renderer::Guard guard(renderer->ptr(), D3DPT_TRIANGLELIST);
	renderer->drawOutlinedRect(Rect{ 450.f, 450.f, 150.f, 150.f }, 1.f, D3DCOLOR_ARGB(255, 0, 150, 150), D3DCOLOR_ARGB(100, 20, 20, 20));
}

renderer->setColor(D3DCOLOR_ARGB(255, 0, 150, 150));

{
	Renderer::Guard guard(renderer->ptr(), D3DPT_LINELIST);
	renderer->drawLine(D3DXVECTOR2{ 100.f, 100.f }, D3DXVECTOR2{ 300.f, 150.f });
}

{
	Renderer::Guard guard(renderer->ptr(), D3DPT_LINESTRIP);
	renderer->drawCircle(500.f, 200.f, 100.f);
}

// Reset

renderer->release();
HRESULT hr = originalReset(...);
if (SUCCEEDED(hr)) {
	renderer->acquire();
}
renderer.hpp
Code:
#pragma once

#include <vector>
#include <d3d9.h>
#include <d3dx9.h>
#include <cassert>
#include <memory>
#include <sstream>

struct CustomVertex
{
	float x, y, z, rhw;
	D3DCOLOR color;
};

static const unsigned long CustomVertexFormat = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;

struct TopologyType
{
	D3DPRIMITIVETYPE m_type;
	std::uint32_t m_div;
	std::uint32_t m_sub;
};

static const TopologyType TopologyTypes [] =
{
	{},
	{ D3DPRIMITIVETYPE::D3DPT_POINTLIST		, 1, 0 },
	{ D3DPRIMITIVETYPE::D3DPT_LINELIST		, 2, 0 },
	{ D3DPRIMITIVETYPE::D3DPT_LINESTRIP		, 1, 1 },
	{ D3DPRIMITIVETYPE::D3DPT_TRIANGLELIST	, 3, 0 },
	{ D3DPRIMITIVETYPE::D3DPT_TRIANGLESTRIP	, 1, 2 },
	{ D3DPRIMITIVETYPE::D3DPT_TRIANGLEFAN	, 1, 2 }
};

inline void ThrowIfFailed(HRESULT hr)
{
	if (FAILED(hr))
	{
		std::stringstream sstream;
		sstream << "HRESULT Code: " << std::hex << std::uppercase << hr;
		throw std::exception(sstream.str().c_str()); // Set a breakpoint on this line to catch errors;
	}
}

struct Rect
{
	Rect()
		: x(0.f), y(0.f), w(0.f), h(0.f)
	{
	}

	Rect(float x, float y, float w, float h)
		: x(x), y(y), w(w), h(h)
	{
	}

	Rect(const Rect &other)
		: x(other.x), y(other.y), w(other.w), h(other.h)
	{
	}

	// TODO: finish

	float x, y, w, h;
};

class Renderer
	: public std::enable_shared_from_this<Renderer>
{
public:
	Renderer(IDirect3DDevice9 *device = nullptr);
	~Renderer();

	void initialize(IDirect3DDevice9 *device);

	void acquire();
	void release();

	void begin(D3DPRIMITIVETYPE topology = D3DPT_FORCE_DWORD);
	void end();
	void flush(D3DPRIMITIVETYPE topology = D3DPT_FORCE_DWORD);

	void addVertex(float x, float y, D3DCOLOR color = 0, D3DPRIMITIVETYPE topology = D3DPT_FORCE_DWORD);

	void drawFilledRect(float x, float y, float w, float h, D3DCOLOR color = 0);
	void drawFilledRect(const Rect &rect, D3DCOLOR color = 0);

	void drawRect(float x, float y, float w, float h, float strokeWidth = 1.f, D3DCOLOR color = 0);
	void drawRect(const Rect &rect, float strokeWidth = 1.f, D3DCOLOR color = 0);

	void drawOutlinedRect(float x, float y, float w, float h, float strokeWidth = 1.f, D3DCOLOR outlineColor = 0, D3DCOLOR rectColor = 0);
	void drawOutlinedRect(const Rect &rect, float strokeWidth = 1.f, D3DCOLOR outlineColor = 0, D3DCOLOR rectColor = 0);

	void drawLine(float x1, float y1, float x2, float y2, D3DCOLOR color = 0);
	void drawLine(D3DXVECTOR2 src, D3DXVECTOR2 dst, D3DCOLOR color = 0);

	void drawCircle(float x, float y, float r, D3DCOLOR color = 0);

	void drawPixel(float x, float y, D3DCOLOR color = 0);

	void setColor(D3DCOLOR color);

	std::shared_ptr<Renderer> ptr();

	/*
	**	Simple RAII wrapper for begin()/end() pairs
	**	Use it like this:
	**
	**	{
	**		Renderer::Guard guard(renderer->ptr(), D3DPT_TRIANGLELIST);
	**		renderer->drawRect(Rect { 100.f, 100.f, 100.f, 100.f }, 1.f, D3DCOLOR_ARGB(100, 20, 20, 20)); 
	**	}
	*/
	class Guard
	{
	public:
		Guard(const std::shared_ptr<Renderer> &renderer,
			D3DPRIMITIVETYPE topology = D3DPT_FORCE_DWORD);
		~Guard();

		// non-copyable
		Guard(const Guard &) = delete;
		Guard& operator=(const Guard &) = delete;

	private:
		std::shared_ptr<Renderer> m_renderer;
	};

private:
	std::size_t m_vertexCount;
	std::size_t m_maxVertices;

	D3DPRIMITIVETYPE m_topology;
	D3DCOLOR m_color;

	IDirect3DDevice9 *m_device;
	IDirect3DVertexBuffer9 *m_vertexBuffer;
	CustomVertex *m_vertex;

	HRESULT m_canRender;
};
renderer.cpp
Code:
#include "renderer.hpp"

Renderer::Renderer(IDirect3DDevice9 *device) :
	m_device(device), m_vertexBuffer(nullptr), m_vertex(nullptr), m_maxVertices(1530), m_vertexCount(0), m_color(0xffffffff), m_canRender(E_FAIL)
{
	assert(m_maxVertices % 3 == 0 && m_maxVertices % 2 == 0); // !! m_maxVertices must be divisible by 3 and 2 !!
	//assert(m_device);

	if (m_device)
		acquire();
}

Renderer::~Renderer()
{
	release();
}

void Renderer::initialize(IDirect3DDevice9 *device)
{
	assert(m_device == nullptr);

	m_device = device;
	acquire();
}

void Renderer::acquire()
{
	assert(m_device);

	ThrowIfFailed(m_device->CreateVertexBuffer(m_maxVertices * sizeof(CustomVertex), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
		CustomVertexFormat, D3DPOOL_DEFAULT, &m_vertexBuffer, nullptr));
}

void Renderer::release()
{
	if (m_vertexBuffer)
	{
		m_vertexBuffer->Release();
		m_vertexBuffer = nullptr;
	}
}

void Renderer::begin(D3DPRIMITIVETYPE topology)
{
	assert(m_vertexBuffer != nullptr);

	ThrowIfFailed((m_canRender == S_OK) ? E_FAIL : S_OK);

	m_topology = topology;
	m_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	m_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);

	m_device->SetRenderState(D3DRS_LIGHTING, FALSE);

	ThrowIfFailed(m_vertexBuffer->Lock(0, 0, reinterpret_cast<void **>(&m_vertex), D3DLOCK_DISCARD));

	m_canRender = S_OK;
}

void Renderer::addVertex(float x, float y, D3DCOLOR color, D3DPRIMITIVETYPE topology)
{
	assert(m_vertex != nullptr);

	if (topology != D3DPT_FORCE_DWORD && m_topology != topology)
		flush(topology);

	if (m_vertexCount >= m_maxVertices)
		flush();

	if (!color)
		color = m_color;

	*m_vertex++ = { x, y, 0.f, 0.f, color };
	m_vertexCount++;
}

void Renderer::drawFilledRect(const Rect &rect, D3DCOLOR color)
{
	addVertex(rect.x, rect.y, color, D3DPT_TRIANGLELIST);
	addVertex(rect.x + rect.w, rect.y, color);
	addVertex(rect.x, rect.y + rect.h, color);

	addVertex(rect.x + rect.w, rect.y, color);
	addVertex(rect.x + rect.w, rect.y + rect.h, color);
	addVertex(rect.x, rect.y + rect.h, color);
}

void Renderer::drawFilledRect(float x, float y, float w, float h, D3DCOLOR color)
{
	drawFilledRect(Rect{ x, y, w, h }, color);
}

void Renderer::drawRect(const Rect &rect, float strokeWidth, D3DCOLOR color)
{
	drawFilledRect(rect.x, rect.y, rect.w, strokeWidth, color);
	drawFilledRect(rect.x, rect.y + rect.h - strokeWidth, rect.w, strokeWidth, color);
	drawFilledRect(rect.x, rect.y, strokeWidth, rect.h, color);
	drawFilledRect(rect.x + rect.w - strokeWidth, rect.y, strokeWidth, rect.h, color);
}

void Renderer::drawRect(float x, float y, float w, float h, float strokeWidth, D3DCOLOR color)
{
	drawRect(Rect{ x, y, w, h }, strokeWidth, color);
}

void Renderer::drawOutlinedRect(float x, float y, float w, float h, float strokeWidth, D3DCOLOR outlineColor, D3DCOLOR rectColor)
{
	drawOutlinedRect(Rect{ x,y,w,h }, strokeWidth, outlineColor, rectColor);
}

void Renderer::drawOutlinedRect(const Rect &rect, float strokeWidth, D3DCOLOR outlineColor, D3DCOLOR rectColor)
{
	drawFilledRect(rect, rectColor);
	drawRect(rect, strokeWidth, outlineColor);
}

void Renderer::drawLine(float x1, float y1, float x2, float y2, D3DCOLOR color)
{
	addVertex(x1, y1, color, D3DPT_LINELIST);
	addVertex(x2, y2, color);
}

void Renderer::drawLine(D3DXVECTOR2 src, D3DXVECTOR2 dst, D3DCOLOR color)
{
	drawLine(src.x, src.y, dst.x, dst.y, color);
}

void Renderer::drawCircle(float x, float y, float r, D3DCOLOR color)
{
	float segments = 10.f * std::sqrt(r); // change for better quality/performance
	float theta = 2.f * 3.1415926f / segments;
	float c = std::cos(theta);
	float s = std::sin(theta);
	float t;

	float xx = r;
	float yy = 0;

	for (int i = 0; i < static_cast<int>(segments); ++i)
	{
		addVertex(xx + x, yy + y, color, D3DPT_LINESTRIP);

		t = xx;
		xx = c * xx - s * yy;
		yy = s * t + c * yy;
	}

	addVertex(xx + x, yy + y, color);
	flush();
}

void Renderer::drawPixel(float x, float y, D3DCOLOR color)
{
	drawFilledRect(x, y, 1.f, 1.f, color);
}

void Renderer::setColor(D3DCOLOR color)
{
	m_color = color;
}

std::shared_ptr<Renderer> Renderer::ptr() {
	return shared_from_this();
}
void Renderer::end()
{
	assert(m_vertexBuffer != nullptr);

	ThrowIfFailed(m_canRender);

	m_vertexBuffer->Unlock();

	if (m_topology >= D3DPT_POINTLIST && m_topology <= D3DPT_TRIANGLEFAN) {

		std::uint32_t primitiveCount = m_vertexCount / TopologyTypes[m_topology].m_div - TopologyTypes[m_topology].m_sub;

		if (primitiveCount > 0)
		{
			m_device->SetFVF(CustomVertexFormat);
			m_device->SetStreamSource(0, m_vertexBuffer, 0, sizeof(CustomVertex));
			m_device->DrawPrimitive(m_topology, 0, primitiveCount);
			m_vertexCount = 0;
		}
	}

	m_canRender = E_FAIL;
}

void Renderer::flush(D3DPRIMITIVETYPE topology)
{
	assert(m_vertexBuffer != nullptr);

	end();

	if (D3DPT_FORCE_DWORD == topology)
		topology = m_topology;

	begin(topology);
}

Renderer::Guard::Guard(const std::shared_ptr<Renderer> &renderer,
	D3DPRIMITIVETYPE topology)
	: m_renderer(renderer)
{
	m_renderer->begin(topology);

}

Renderer::Guard::~Guard()
{
	m_renderer->end();
}
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Old 01/07/2016, 19:55   #1049
 
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Yazzn, wieso nutzt du Shared_Ptr für sowas? Nur so aus reiner Neugier, wundert mich eigtl.

Die Klasse ist so sehr gut, du nutzt C++ 14 hierfür, was ich sehr gut finde Persönlich, nur hätte ich nie erwartet das WarRock "Programmierer" mal auf so einem Standard ankommen.

Mfg.
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Old 01/08/2016, 11:46   #1050



 
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Damit der VB noch unlocked wird, selbst wenn das Renderer Objekt eigentlich zerstört werden sollte.
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Credits: http://www.pwnthis.net/2012/10/farmville-2-cheats -vanishing-rocks.html 1. Gehe auf deine Farm. 2. Öffne Cheat Engine. 3. Öffne den flash plugin bei Firefox. 4. Ändere den Value type auf Text. 5. Scanne: obstruction_rock. 6. Wähle alle Ergebnisse aus und nutzen dann den roten Pfeil.
Can you help me in Cheat Engine for the rock paper scissor please ?
08/04/2011 - 4Story - 4 Replies
With Cheat Engine 6 I tried to modifie the number of victories: I win one time, I put 1 and do first scan I win twice, I put 2 and I do next scen I win three times and I put 3 and next scan and I found the adress number: 07482200 I modifie for put 15 and I try to leave and he didn't work I repaet operations and I try to continue but didn't work either =( Do you know how make that ?
help war rock cheat
04/14/2008 - Say Hello - 3 Replies
can some 1 give me some cheat for war rock thx. [email protected]:confused:



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