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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 10/09/2016, 14:32   #1096
 
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Quote:
Originally Posted by GHTheBoss View Post
thanks for shuring. i have a question about ur codenz.!

why u reint_cast ? because yaznn(peter_file) use it ?
no
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Old 12/06/2016, 09:39   #1097
 
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Warrock PacketID's and their original names

Code:
12544  DO_UDP_CHAR_MOVE
12548  DO_UDP_CHAR_MOVE_A
12549  DO_UDP_CHAR_MOVE_B
12800  DO_UDP_OBJ_MOVE
12801  DO_UDP_VEHICLE_MOVE
12802  DO_UDP_VEHICLE_MOVE_A
12803  DO_UDP_VEHICLE_MOVE_B
13312  DO_UDP_BULLET
13313  DO_UDP_DUMMY_INFO
13314  DO_UDP_HACK_INFO
13824  DO_UDP_TEXT_CHAT
24593  DO_PLAYER_INFO
24832  DO_GAME_SERIAL
25088  DO_JOIN_SERV
28673  DO_SET_CHANNEL
25344  DO_EVENT_MESSAGE
25600  DO_KEEP_ALIVE
28928  DO_USER_LIST
28960  DO_USER_LIST_EX  
28944  DO_USER_LIST_MODIFY
29184  DO_ROOM_LIST
29200  DO_ROOM_INFO_CHANGE
29440  DO_CREATE_ROOM
29456  DO_JOIN_ROOM
29472  DO_QUICK_JOIN
29536  DO_CLAN_QUICK_JOIN
29488  DO_GUEST_JOIN
29504  DO_EXIT_ROOM
29505  DO_EXPEL_PLAYER
29520  DO_INVIT_ROOM
29696  DO_CHAT_MSG
30000  DO_GAME_PROTOCOL  
29952  DO_GAME_USER_LIST
29953  DO_GAME_GUEST_LIST
29968  DO_GDATA_INFO
30001  DO_GAME_LAUNCH_COUNT
30002  DO_ROOM_DESTROY_CLOCK  
30016  DO_GAME_CLOCK
30017  DO_GAME_UPDATE_DATA
30032  DO_GAME_SCORE
30048  DO_GAME_RESULT  
29984  DO_GAME_IN_BOMB
29985  DO_GAME_IN_MISSION
30208  DO_ITEM_CONTROL
30224  DO_ITEM_DESTROY
30209  DO_CUSTOM_CONTROL
30225  DO_CUSTOMITEM_DESTROY
29971  DO_CITEM_CHANGE
31079  DO_CUSTOM_BOUNS
30230  DO_CUSTOM_CSHOP
30464  DO_TMARKET_PROTOCOL
29970  DO_BITEM_CHANGE
31490  DO_AI_GOAL
31492  DO_KILL_STREAK
31495  DO_GET_KILL_STREAK  
31494  DO_AI_WAVE_NOTIFY
13441  DO_AI_DESTROY_BONUS
13442  DO_AI_DESTROY_TIME
31094  DO_AI_MASK_EVENT  
29776  DO_MESSENGER_CTRL
30992  DO_EVENT_COUPON
30997  DO_EVENT_ALPHABET
31076  DO_CS_BONUS_EVENT  
31008  DO_PLAYER_PROMOTION
31024  DO_PLAYER_OVER_BIGINNER
31072  DO_TEST_ALPHABET
31077  DO_SIEGEWAR_EVENT
31080  DO_SNOWBALL_EVENT
31081  DO_SEMESTER_BONUS
31089  DO_INGAME_BONUS
31090  DO_CHALLENGE_TIME
31091  DO_CHARACTER_BONUS
31092  DO_MAYEVENT_BONUS
31093  DO_MAYEVENT_ITEM
31104  DO_HAMMER_COUNT
31105  DO_HAMMER_ITEM
30720  DO_NCASH_PROCESS
30976  DO_SBI_CHANGE
30772  DO_EVENT_COUNTMISSION  
30977  DO_SBC_CHANGE
30768  DO_GET_AMPEDCASH
30769  DO_POPUP_TOPUP  
30241  DO_BOAST_ITEM
31264  DO_AHNHS_KEEPALIVE
31265  DO_AHNHS_DROP
22040  DO_CS_KEEPALIVE
30774  DO_SQUEAKYHAMMER_EVENT
30998  DO_EVENT_PUZZLE
31057  DO_TEST_PUZZLE_EVENT
31120  DO_EVENT_WATERBALLOON
13431  DO_WAVE_STATE
13432  DO_AI_SPAWN
13433  DO_AI_CHANGE_CONTROLLER
13440  DO_SPAWN_SKILL_ITEM_IN_SURVIVAL
30775  DO_PEAKTIME_EVENT
13443  DO_CHARIOT_KILL
31109  DO_REWARD_EVENT
30256  DO_LUCKYSHOT_UPDATE
30257  DO_LUCKYSHOT_INFO
30258  DO_LUCKYSHOT_PROCESS
30776  DO_DEFENCE_EVENT
30777  DO_ONGAMENET_EVENT
30784  DO_THANKSDINAR_EVENT
25601  DO_GET_SERVER_TIME
30999  DO_EVENT_KILL_COUNT
13444  DO_EVENT_SAKURA_KILL_COUNT
Found by me
Credits to: AmazingTurtle
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Old 12/06/2016, 15:43   #1098
 
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Quote:
Originally Posted by znoeen View Post
Warrock PacketID's and their original names

Code:
12544  DO_UDP_CHAR_MOVE
12548  DO_UDP_CHAR_MOVE_A
12549  DO_UDP_CHAR_MOVE_B
12800  DO_UDP_OBJ_MOVE
12801  DO_UDP_VEHICLE_MOVE
12802  DO_UDP_VEHICLE_MOVE_A
12803  DO_UDP_VEHICLE_MOVE_B
13312  DO_UDP_BULLET
13313  DO_UDP_DUMMY_INFO
13314  DO_UDP_HACK_INFO
13824  DO_UDP_TEXT_CHAT
24593  DO_PLAYER_INFO
24832  DO_GAME_SERIAL
25088  DO_JOIN_SERV
28673  DO_SET_CHANNEL
25344  DO_EVENT_MESSAGE
25600  DO_KEEP_ALIVE
28928  DO_USER_LIST
28960  DO_USER_LIST_EX  
28944  DO_USER_LIST_MODIFY
29184  DO_ROOM_LIST
29200  DO_ROOM_INFO_CHANGE
29440  DO_CREATE_ROOM
29456  DO_JOIN_ROOM
29472  DO_QUICK_JOIN
29536  DO_CLAN_QUICK_JOIN
29488  DO_GUEST_JOIN
29504  DO_EXIT_ROOM
29505  DO_EXPEL_PLAYER
29520  DO_INVIT_ROOM
29696  DO_CHAT_MSG
30000  DO_GAME_PROTOCOL  
29952  DO_GAME_USER_LIST
29953  DO_GAME_GUEST_LIST
29968  DO_GDATA_INFO
30001  DO_GAME_LAUNCH_COUNT
30002  DO_ROOM_DESTROY_CLOCK  
30016  DO_GAME_CLOCK
30017  DO_GAME_UPDATE_DATA
30032  DO_GAME_SCORE
30048  DO_GAME_RESULT  
29984  DO_GAME_IN_BOMB
29985  DO_GAME_IN_MISSION
30208  DO_ITEM_CONTROL
30224  DO_ITEM_DESTROY
30209  DO_CUSTOM_CONTROL
30225  DO_CUSTOMITEM_DESTROY
29971  DO_CITEM_CHANGE
31079  DO_CUSTOM_BOUNS
30230  DO_CUSTOM_CSHOP
30464  DO_TMARKET_PROTOCOL
29970  DO_BITEM_CHANGE
31490  DO_AI_GOAL
31492  DO_KILL_STREAK
31495  DO_GET_KILL_STREAK  
31494  DO_AI_WAVE_NOTIFY
13441  DO_AI_DESTROY_BONUS
13442  DO_AI_DESTROY_TIME
31094  DO_AI_MASK_EVENT  
29776  DO_MESSENGER_CTRL
30992  DO_EVENT_COUPON
30997  DO_EVENT_ALPHABET
31076  DO_CS_BONUS_EVENT  
31008  DO_PLAYER_PROMOTION
31024  DO_PLAYER_OVER_BIGINNER
31072  DO_TEST_ALPHABET
31077  DO_SIEGEWAR_EVENT
31080  DO_SNOWBALL_EVENT
31081  DO_SEMESTER_BONUS
31089  DO_INGAME_BONUS
31090  DO_CHALLENGE_TIME
31091  DO_CHARACTER_BONUS
31092  DO_MAYEVENT_BONUS
31093  DO_MAYEVENT_ITEM
31104  DO_HAMMER_COUNT
31105  DO_HAMMER_ITEM
30720  DO_NCASH_PROCESS
30976  DO_SBI_CHANGE
30772  DO_EVENT_COUNTMISSION  
30977  DO_SBC_CHANGE
30768  DO_GET_AMPEDCASH
30769  DO_POPUP_TOPUP  
30241  DO_BOAST_ITEM
31264  DO_AHNHS_KEEPALIVE
31265  DO_AHNHS_DROP
22040  DO_CS_KEEPALIVE
30774  DO_SQUEAKYHAMMER_EVENT
30998  DO_EVENT_PUZZLE
31057  DO_TEST_PUZZLE_EVENT
31120  DO_EVENT_WATERBALLOON
13431  DO_WAVE_STATE
13432  DO_AI_SPAWN
13433  DO_AI_CHANGE_CONTROLLER
13440  DO_SPAWN_SKILL_ITEM_IN_SURVIVAL
30775  DO_PEAKTIME_EVENT
13443  DO_CHARIOT_KILL
31109  DO_REWARD_EVENT
30256  DO_LUCKYSHOT_UPDATE
30257  DO_LUCKYSHOT_INFO
30258  DO_LUCKYSHOT_PROCESS
30776  DO_DEFENCE_EVENT
30777  DO_ONGAMENET_EVENT
30784  DO_THANKSDINAR_EVENT
25601  DO_GET_SERVER_TIME
30999  DO_EVENT_KILL_COUNT
13444  DO_EVENT_SAKURA_KILL_COUNT
Found by me
Credits to: AmazingTurtle
AmazingTurtle released them a year ago or so:
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Old 12/18/2016, 19:30   #1099
 
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Hooking SendMessage function shows warrock log messages



Code:
typedef LRESULT(WINAPI * pSendMessage)(HWND   hWnd, UINT   Msg, WPARAM wParam, LPARAM lParam);
pSendMessage oSendMessage; 

void detourFunc()
{
	oSendMessage = (pSendMessage)Detour((DWORD)SendMessage, (DWORD)mySendMessage, 5); 
}

LRESULT __stdcall mySendMessage(HWND   hWnd, UINT   Msg, WPARAM wParam, LPARAM lParam)
{
	printf("[Debug Log] %s\n", wParam);
	return oSendMessage(hWnd, Msg, wParam, lParam);
}
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Old 12/31/2016, 02:32   #1100
 
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Code:
#define AutoAmmo_1              0x00502C47
#define AutoAmmo_2              0x00502C87

#define AutoMedic_1             0x00502D4E
#define AutoMedic_2             0x00502F92

#define AutoRepair_1            0x0042CBC8
#define AutoRepair_2            0x0042CBF7
#define AutoRepair_3            0x0042CC97

#define AlwaysCross             0x005A30C3

#define NoReload                0x0051871E

#define NoRestriction           0x004F1CCA

#define QuickPlant              0x0050E93C
#define QuickDefuse             0x0050A346

#define WalkTrueWalls           0x007AFA95

#define ShootTrueWalls          0x006417CB
#define ShootTrueWalls_2        (ShootTrueWalls+0x6)

#define NoDelay                 0x005183DF
#define OFS_NoDelay             0x000103F2

#define Bullets                 0x0050C7E2

#define OPK_X                   0x004085CA
#define OPK_Y                   0x004085D3
#define OPK_Z                   0x004085DF

#define UnlimitedOxygen         0x00504C43

#define Prone                   0x004F2FB0

#define DamageAs                0x0050C6EF

#define RadarGPS                0x005CF684
#define RadarGPSFFA             0x005CF6F3

#define AntiFlash               0x005DE32A
#define AntiM14                 0x005DE256

#define VehicleInvisible        0x00430E01

#define VehicleJump             0x0046586E
#define VehicleJump_2           (VehicleJump+0x8)

#define VehicleOverHeat         0x00763753

#define BoneShot                0x00451D6B

#define Stamina1                0x0045F216
#define Stamina2                0x00401A06
#define Stamina3                0x005030FC

#define AutoShot                0x004F1CBF

#define FastReloadPX            0x00518A14
#define FastReloadPX_2          0x005CA694

#define Artillery1              0x005093ED
#define Artillery2              0x005C4C61
#define Artillery3              0x005C4CE7
#define Artillery4              0x005C4D7B
#define Artillery5              0x005C4AC2
#define Artillery6              0x005A3780
#define Artillery7              0x005C4C61
#define Artillery8              0x005C4DF8

#define GameNotice              0x00412CDC
#define GameText                0x00520867
#define SpamBot                 0x0051B495
Was bored today so updated few old ASM addresses, HF.

Credits : UnknownPK, R3d_L!n3, GHTheBoss and me obviously
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Old 12/31/2016, 08:02   #1101



 
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Inb4 they start detecting .text modifications again.
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Old 01/01/2017, 15:23   #1102
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Quote:
Originally Posted by n4n033 View Post
Code:
#define AutoAmmo_1              0x00502C47
#define AutoAmmo_2              0x00502C87

#define AutoMedic_1             0x00502D4E
#define AutoMedic_2             0x00502F92

#define AutoRepair_1            0x0042CBC8
#define AutoRepair_2            0x0042CBF7
#define AutoRepair_3            0x0042CC97

#define AlwaysCross             0x005A30C3

#define NoReload                0x0051871E

#define NoRestriction           0x004F1CCA

#define QuickPlant              0x0050E93C
#define QuickDefuse             0x0050A346

#define WalkTrueWalls           0x007AFA95

#define ShootTrueWalls          0x006417CB
#define ShootTrueWalls_2        (ShootTrueWalls+0x6)

#define NoDelay                 0x005183DF
#define OFS_NoDelay             0x000103F2

#define Bullets                 0x0050C7E2

#define OPK_X                   0x004085CA
#define OPK_Y                   0x004085D3
#define OPK_Z                   0x004085DF

#define UnlimitedOxygen         0x00504C43

#define Prone                   0x004F2FB0

#define DamageAs                0x0050C6EF

#define RadarGPS                0x005CF684
#define RadarGPSFFA             0x005CF6F3

#define AntiFlash               0x005DE32A
#define AntiM14                 0x005DE256

#define VehicleInvisible        0x00430E01

#define VehicleJump             0x0046586E
#define VehicleJump_2           (VehicleJump+0x8)

#define VehicleOverHeat         0x00763753

#define BoneShot                0x00451D6B

#define Stamina1                0x0045F216
#define Stamina2                0x00401A06
#define Stamina3                0x005030FC

#define AutoShot                0x004F1CBF

#define FastReloadPX            0x00518A14
#define FastReloadPX_2          0x005CA694

#define Artillery1              0x005093ED
#define Artillery2              0x005C4C61
#define Artillery3              0x005C4CE7
#define Artillery4              0x005C4D7B
#define Artillery5              0x005C4AC2
#define Artillery6              0x005A3780
#define Artillery7              0x005C4C61
#define Artillery8              0x005C4DF8

#define GameNotice              0x00412CDC
#define GameText                0x00520867
#define SpamBot                 0x0051B495
Was bored today so updated few old ASM addresses, HF.

Credits : UnknownPK, R3d_L!n3, GHTheBoss and me obviously


thanks does still same function are working ?
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Old 01/01/2017, 17:22   #1103
 
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Quote:
Originally Posted by GHTheBoss View Post
thanks does still same function are working ?
Didn't tried it all for now, only thing I'm sure is working is Artillery
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Old 01/06/2017, 18:00   #1104
 
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Code:
class cPlayer
{
public:
char _0x0000[66716];
BYTE isAI;                  //0x1049C
char _0x1049D[3];
int aiControllerSession; //0x104A0
BYTE isDeadAI;           //0x104A4
};

void demo()
{
cPlayer * player = GetPlayerByID(<zombie_id>);
player->aiControllerSession = 4;
}
aiControllerSession is the target id of the zombie (who he follows). Changing this value makes the zombies trippp. They are only turning rounds xD (or following teammember)
Setting isDeadAI to true. Causes to completly disable the zombie (doesn't move or attack you).

Credits:
Znoen
Mae
Alliance
Armour
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Old 01/06/2017, 21:49   #1105
 
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Quote:
Originally Posted by znoeen View Post
Code:
class cPlayer
{
public:
char _0x0000[66716];
BYTE isAI;                  //0x1049C
char _0x1049D[3];
int aiControllerSession; //0x104A0
BYTE isDeadAI;           //0x104A4
};
Code:
void demo()
{
cPlayer * player = GetPlayerByID(<zombie_id>);
player->aiControllerSession = 4;
}
Cool! I will add this in my VIP
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Old 01/06/2017, 22:44   #1106
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Quote:
Originally Posted by znoeen View Post
Code:
class cPlayer
{
public:
char _0x0000[66716];
BYTE isAI;                  //0x1049C
char _0x1049D[3];
int aiControllerSession; //0x104A0
BYTE isDeadAI;           //0x104A4
};

void demo()
{
cPlayer * player = GetPlayerByID(<zombie_id>);
player->aiControllerSession = 4;
}
aiControllerSession is the target id of the zombie (who he follows). Changing this value makes the zombies trippp. They are only turning rounds xD (or following teammember)
Setting isDeadAI to true. Causes to completly disable the zombie (doesn't move or attack you).

Credits:
Znoen
Mae
Alliance
Armour
ahaha ******* funny ahah gona add it on my VIP Cheats lmao
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Old 01/07/2017, 12:03   #1107
 
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Code:
class cPlayer
{
public:
	char _0xrandom0[66134];
	WORD PrevWeapon;         	//0x10256
	char _0xrandom1[244]
	BYTE isAI;                	//0x1049C
	char _0xrandom2[3];
	int aiControllerSession;	//0x104A0
	BYTE isDeadAI;           	//0x104A4
};
Code:
void demo()
{
	/*Make zombies like sheep*/
	cPlayer * player = GetPlayerByID(<zombie_id>);
	player-PrevWeapon = 1000;
}

Found a new value that is very usefull for zombies. Its the PrevWeapon value. It stores the weaponid of the player. For zombie the weaponid is checked for its special atack mode (Close, Dash, Fire). If you change this to a non existing weaponid the zombie is not able to attack you. and also walks backwards . Well have fun with this

Credits:
Znoen
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Old 01/08/2017, 01:18   #1108



 
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Code:
namespace detail {

struct safe_value_value {
	unsigned long value;
	unsigned long key;
};

template <typename T, std::size_t Size = sizeof(T), bool = false>
struct safe_value_data {};

template <typename T, std::size_t Size>
struct safe_value_data<T, Size, true> {
	std::array<safe_value_value, Size> data;
};

template <typename T, std::size_t Size>
struct safe_value_data<T, Size> : safe_value_data<T, Size / 4, true> {
	static_assert(Size % 4 == 0, "Size needs to be a multiple of four.");
};

template <typename T>
struct safe_value_data<T, 1> : safe_value_data<T, 1, true> {};

template <typename T>
struct safe_value_data<T, 2> : safe_value_data<T, 1, true> {};

} // detail

#define IMPL_OPERATORS1(C,T) C<T> &operator=(const T &value) { set(value); return *this; } \
                             operator const T() const { return get(); }

#define IMPL_OPERATORS2(C,T) C<T> &operator+=(const T &value) { T tmp(*this); *this = tmp += value; return *this; } \
                             C<T> &operator-=(const T &value) { T tmp(*this); *this = tmp -= value; return *this; } \
                             C<T> &operator*=(const T &value) { T tmp(*this); *this = tmp *= value; return *this; } \
                             C<T> &operator/=(const T &value) { T tmp(*this); *this = tmp /= value; return *this; } \
                             C<T> operator+(const T &value) { C<T> tmp(*this); *this = tmp + value; return *this; } \
                             C<T> operator-(const T &value) { C<T> tmp(*this); *this = tmp - value; return *this; } \
                             C<T> operator*(const T &value) { C<T> tmp(*this); *this = tmp * value; return *this; } \
                             C<T> operator/(const T &value) { C<T> tmp(*this); *this = tmp / value; return *this; }

template <typename T>
class safe_value;

template <typename T>
class safe_value : detail::safe_value_data<T>
{
public:
	safe_value() { set(T{}) };
	safe_value(safe_value<T> const &other) : data(other.data) {}
	safe_value(T const &value) { set(value); }

	void set(T const &value)
	{
		unsigned long const *value32 = reinterpret_cast<unsigned long const *>(&value);
		
		for (auto &pair : data)
			pair.value = pair.key ^ *value32++;
	}

	const T get() const
	{
		T result;
		unsigned long *result32 = reinterpret_cast<unsigned long *>(&result);

		for (auto const &pair : data)
			*result32++ = pair.key ^ pair.value;

		return result;
	}

	IMPL_OPERATORS1(safe_value, T);
	IMPL_OPERATORS2(safe_value, T);
};

template <>
class safe_value<bool> : detail::safe_value_data<bool>
{
public:
	safe_value() : safe_value(false) {}
	safe_value(safe_value<bool> const &other) : safe_value_data(other) {}
	safe_value(bool const &value) { set(value); }

	void set(bool const &value)
	{
		data[0].value = value ? data[0].key / 2 : data[0].key;
	}

	const bool get() const
	{
		return data[0].value == data[0].key / 2;
	}

	IMPL_OPERATORS1(safe_value, bool);
};

#undef IMPL_OPERATORS1
#undef IMPL_OPERATORS2
A little something to make your life a bit easier
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Old 01/08/2017, 11:55   #1109
 
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This is a new completly stable method of OPK. It disables the SetControlPosition(CCharacterHandlePack *this, Vector3 Position) function. This causes the player to completly freeze. However it will not stay on the 0,0,0 position. Because other functions handle the spawn of the player. This will set the position of the player again.

Making this a fully working OPK i advice you to once per second set the position of the player. No need to put it in a CPU breaking loop again. Because the players won't walk away


Code:
#define	ADR_ProcessCharMove_PH	0x4F9A37  
#define ADR_ProcessCharMove_EU	0x4F9968
Code:
void WriteAsm(void *adress, void *bytes, int size)
{
	DWORD dwProtect;
	VirtualProtect((void*)adress, size, PAGE_EXECUTE_READWRITE, &dwProtect);
	memcpy((void *)adress, (PBYTE)bytes, size);
	VirtualProtect((void*)adress, size, dwProtect, &dwProtect);
}
Code:
void PatchPlayerMovement()
{
#ifdef PH
	WriteAsm((VOID *)(ADR_ProcessCharMove_PH), (PBYTE)"\xC2\x0C\x00", 3);
#endif
#ifdef EU
	WriteAsm((VOID *)(ADR_ProcessCharMove_EU), (PBYTE)"\xC2\x0C\x00", 3);
#endif
}
Code:
void RestorePlayerMovement()
{
#ifdef PH
	WriteAsm((VOID *)(ADR_ProcessCharMove_PH), (PBYTE)"\x55\x8B\xEC", 3);
#endif
#ifdef EU
	WriteAsm((VOID *)(ADR_ProcessCharMove_EU), (PBYTE)"\x55\x8B\xEC", 3);
#endif
}
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Old 01/08/2017, 12:34   #1110
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Quote:
Originally Posted by Peter File View Post
Code:
namespace detail {

struct safe_value_value {
	unsigned long value;
	unsigned long key;
};

template <typename T, std::size_t Size = sizeof(T), bool = false>
struct safe_value_data {};

template <typename T, std::size_t Size>
struct safe_value_data<T, Size, true> {
	std::array<safe_value_value, Size> data;
};

template <typename T, std::size_t Size>
struct safe_value_data<T, Size> : safe_value_data<T, Size / 4, true> {
	static_assert(Size % 4 == 0, "Size needs to be a multiple of four.");
};

template <typename T>
struct safe_value_data<T, 1> : safe_value_data<T, 1, true> {};

template <typename T>
struct safe_value_data<T, 2> : safe_value_data<T, 1, true> {};

} // detail

#define IMPL_OPERATORS1(C,T) C<T> &operator=(const T &value) { set(value); return *this; } \
                             operator const T() const { return get(); }

#define IMPL_OPERATORS2(C,T) C<T> &operator+=(const T &value) { T tmp(*this); *this = tmp += value; return *this; } \
                             C<T> &operator-=(const T &value) { T tmp(*this); *this = tmp -= value; return *this; } \
                             C<T> &operator*=(const T &value) { T tmp(*this); *this = tmp *= value; return *this; } \
                             C<T> &operator/=(const T &value) { T tmp(*this); *this = tmp /= value; return *this; } \
                             C<T> operator+(const T &value) { C<T> tmp(*this); *this = tmp + value; return *this; } \
                             C<T> operator-(const T &value) { C<T> tmp(*this); *this = tmp - value; return *this; } \
                             C<T> operator*(const T &value) { C<T> tmp(*this); *this = tmp * value; return *this; } \
                             C<T> operator/(const T &value) { C<T> tmp(*this); *this = tmp / value; return *this; }

template <typename T>
class safe_value;

template <typename T>
class safe_value : detail::safe_value_data<T>
{
public:
	safe_value() { set(T{}) };
	safe_value(safe_value<T> const &other) : data(other.data) {}
	safe_value(T const &value) { set(value); }

	void set(T const &value)
	{
		unsigned long const *value32 = reinterpret_cast<unsigned long const *>(&value);
		
		for (auto &pair : data)
			pair.value = pair.key ^ *value32++;
	}

	const T get() const
	{
		T result;
		unsigned long *result32 = reinterpret_cast<unsigned long *>(&result);

		for (auto const &pair : data)
			*result32++ = pair.key ^ pair.value;

		return result;
	}

	IMPL_OPERATORS1(safe_value, T);
	IMPL_OPERATORS2(safe_value, T);
};

template <>
class safe_value<bool> : detail::safe_value_data<bool>
{
public:
	safe_value() : safe_value(false) {}
	safe_value(safe_value<bool> const &other) : safe_value_data(other) {}
	safe_value(bool const &value) { set(value); }

	void set(bool const &value)
	{
		data[0].value = value ? data[0].key / 2 : data[0].key;
	}

	const bool get() const
	{
		return data[0].value == data[0].key / 2;
	}

	IMPL_OPERATORS1(safe_value, bool);
};

#undef IMPL_OPERATORS1
#undef IMPL_OPERATORS2
A little something to make your life a bit easier

i think less people, understand what does it is.

but anyway thanks for sharing.
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