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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 11/19/2013, 21:34   #316
 
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Quote:
Originally Posted by Kazbah__ View Post
im sure you only check the first 50 users on userlist ...
nops i founded a right function for user list and looping all user there and then

if GMWarnonserver contain [GM] i gona send a warning ^^
if you want i could post full source and full code of ollydbg and how i did it

if strstr(GMWarnonserver,"[GM]NX")
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Old 11/19/2013, 21:35   #317
 
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Quote:
Originally Posted by Kazbah__ View Post
im sure you only check the first 50 users on userlist ...
Which is pretty easy to do anyways. Also it is possible to just search for them by sending a few packets and then filtering out the reply.
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Old 11/19/2013, 21:43   #318


 
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Quote:
Originally Posted by Raz9r View Post
Which is pretty easy to do anyways. Also it is possible to just search for them by sending a few packets and then filtering out the reply.
Send:
Code:
28960 1 [GM]
Receive:
Code:
28960 1  23542775 [GM]NXFallen 0 -1 -1 1 3 1 -1 -1
(Example)
You also can see where the admin is. Like "Lobby/CQC/BG/AI", Room, prem &&

General:
Code:
28960 X  23542775 Y 0 -1 -1 1 3 1 -1 -1
if x = 0 -> No Admin online
if x = 1 -> 1 Admin online
if x > 1 -> More then 1 Admin online (x Admins)

Y = GM Name
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Old 11/19/2013, 21:54   #319
 
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Just out of interest, how do you guys fix the timestamp corruption when sending custom packets? Do you use War Rocks internal functions, hook its main thread or do you synchronize the packets with some sort of concurrent queue? Or do you just not synchronize and hope there are no before-relationship issues with the logical time?

e/ for further clarification:
Assume we have to packets p and q, whose timestamps are defined as LT(p) and LT(q). The War Rock server assumes the packets are sent following a before-relationship, which essentially means that the following must be true for every packet:

p before q ⇒ LT(p) < LT(q)

This also means that there cannot be two packets p and q with LT(p) = LT(q), which can be an issue when dealing with concurrency.
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Old 11/20/2013, 12:29   #320
 
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I Need OFS_Localplayersize Addy.
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Old 11/20/2013, 13:09   #321
 
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I need adresses anyone have?:P
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Old 11/20/2013, 13:11   #322
 
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Addys :

Code:
//####################[ CyberMask Logger ]####################//
//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER                   0xAF2810
#define ADR_SERVERPOINTER                   0xAECFD8
#define ADR_HEALTHPOINTER                   0x31FB8
#define ADR_REMOTEPOINTER                   0xB747C0
#define ADR_VIEWANGELS                      0xAEC070
#define ADR_DEVICEPOINTER                   0x8CEC3C
#define ADR_BASEPOINTER                     0xB24D98
#define ADR_STATEPOINTER                    0xAF2838
#define ADR_WEAPONPOINTER                   0xB10DF8
#define ADR_VEHICLEPOINTER                  0xAEC1E0
#define ADR_VEHICLEPOINTER2                 0xAEC178
#define ADR_GPUPOINTER                      0x8CEC3C
#define ADR_ZOMBIEMAPPOINTER                0xAEC490
#define ADR_BOMBPOINTER                     0xAF2E30
#define ADR_WARROCKHWID                     0xAEC06C
#define ADR_GEARBASE                        0xB10DF0
#define ADR_MATRIXPOINTER                   0xA7A6B0
#define ADR_REMOTEVEHICLE                   0xAEC178
#define ADR_ROOMCLASS                       0xAF2E24
#define ADR_USERPOINTER                     0xAECFD8
#define ADR_USERBASE                        0xAF2E30
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE                0xAEC094
#define ADR_STARTSTAMINA                    0x89BEC0
#define ADR_STAMINAROLL                     0x89BEC8
#define ADR_BONESHOT                        0x8D2BB8
#define ADR_BONESHOT2                       0xB8EF08
#define ADR_SPEED                           0x8D1F88
#define ADR_NOSPAWNWAIT1                    0xB8EE3C
#define ADR_NOSPAWNWAIT2                    0xB8EE40
#define ADR_NOSPAWNWAIT3                    0xB8EE44
#define ADR_NOBOUNDS1                       0xB8486C
#define ADR_NOBOUNDS2                       0xB84870
#define ADR_NOBOUNDS3                       0xB8487E
#define ADR_SCOPE                           0x93D490
#define ADR_SCOPESIZE                       0x93D498
#define ADR_PLANTANYWHERE                   0xAEC0AE
#define ADR_DEFUSEANYWHERE                  0x93D4AC
#define ADR_STW                             0xAEC4A8
#define ADR_WUW                             0xAF9634
#define ADR_WTH                             0x8934A4
#define ADR_GMWARNING                       0xB1686C
#define ADR_GMWARNINGIP                     0xB1646C
#define ADR_SUPERNOSPREAD                   0x8D1C08
#define ADR_WEAPONGLOBAL1                   0xB10DB8
#define ADR_WEAPONGLOBAL2                   0xB65490
#define ADR_CLANTAG1                        0xB10D98//*(PINT) 1
#define ADR_CLANTAG2                        0xB10D54//*(PINT) 1
#define ADR_CLANTAG3                        0xB10DA0//*(PINT) 1
#define ADR_CLANTAG4                        0xB0F81C//*(PINT) 1
#define ADR_CLANTAG5                        0xAA8A64//*(PINT) 1
#define ADR_CLANTAG6                        0xB2541C//(PCHAR)Name of Clan 
#define ADR_FASTAMMO                        0xAF6E1C
#define ADR_FASTHEALTH                      0xAF6E24
//########################[ Offsets ]########################//
#define OFS_X                               0x10300
#define OFS_Y                               0x10310
#define OFS_Z                               0x10308
#define OFS_GRAVITY_Y                       0xC4B0
#define OFS_GRAVITY_X                       0xC4B8
#define OFS_GRAVITY_Z                       0xC4B4
#define OFS_SLOT1                           0x9F1E0
#define OFS_SLOT2                           0x9F1E1
#define OFS_SLOT3                           0x9F1E2
#define OFS_SLOT4                           0x9F1E3
#define OFS_SLOT5                           0x9F1E4
#define OFS_SLOT6                           0x9F1E5
#define OFS_SLOT7                           0x9F1E6
#define OFS_SLOT8                           0x9F1E7
#define OFS_VIEW_X                          0x101D4
#define OFS_VIEW_Y                          0x101DC
#define OFS_VIEW_Z                          0x101D8
#define OFS_3DPLAYERVIEW                    0x101A0
#define OFS_WALKHEIGHT                      0x8D1C34
#define OFS_INVISIBLE                       0xB7E44
#define OFS_FASTNADEBLAST                   0x10114
#define OFS_PITCH                           0x101A8
#define OFS_YAW                             0x101C4
#define OFS_WEAPONSTATE                     0xC4D0
#define OFS_WEAPON1                         0x101EC
#define OFS_WEAPON2                         0x101EE
#define OFS_WEAPON3                         0x101F0
#define OFS_NORECOIL1                       0xC444
#define OFS_NORECOIL2                       0xC448
#define OFS_NORECOIL3                       0xC450
#define OFS_NOSPREAD                        0x10110
#define OFS_NOFALLDAMAGE                    0x102E8
#define OFS_AUTOPLANT                       0x10370
#define OFS_AUTODEFUSE                      0x10374
#define OFS_AUTOSHOT                        0x10386
#define OFS_NODELAY                         0x0
#define OFS_NORELOAD                        0x1040D
#define OFS_PLAYERSTATE                     0xC4CC
#define OFS_PLAYERSPEED                     0x1010C
#define OFS_WEAPONDAMAGE                    0x14BC
#define OFS_WEAPONDEFENCE                   0x14C0
#define OFS_WEAPONRANGE                     0x0
#define OFS_AMMONUMBER                      0x14C8
#define OFS_MAGAZINENUMBER                  0x858D002C
#define OFS_EFFECTRANGE                     0x14D0
#define OFS_PARABOLA                        0x14D4
#define OFS_SHOTSPEED                       0x14E4
#define OFS_WEAPONWHEIGHT                   0x14E8
#define OFS_GLOBALSIZE                      0xB10
#define OFS_PLAYERID                        0x0
//########################[ Assembly ]########################//
#define ASM_WARROCKCHECK1                   0x51B876
#define ASM_WARROCKCHECK2                   0x5DF0BF
#define ASM_SELFCRC                         0x0
#define ASM_WARROCKANTICRASH                0x51B876
#define ASM_QUICKPLANT                      0x51173E
#define ASM_QUICKDEFUSE                     0x50D7DB
#define ASM_NORELOAD                        0x0
#define ASM_AUTOAMMO                        0x5066E5
#define ASM_RADARGPS                        0x59FE16
#define ASM_MOVETOLOBBY                     0x4DF822
#define ASM_SNIPERAMMO                      0x60FC28
#define ASM_ASSAULTAMMO                     0x42B1F9
#define ASM_BACKTOLOBBY                     0x4DF4A9
#define ASM_MINEVIEW1                       0x44858A
#define ASM_MINEVIEW2                       0x448608
#define ASM_UNLOXYGEN                       0x50882B
#define ASM_ESPHEALTH                       0x45DCA6
#define ASM_OPK1                            0x408567
#define ASM_OPK2                            0x408570
#define ASM_OPK3                            0x40856C
//######[ Credits to : CyberMask,NoName,R3D_L1n3,Exodus,Cyno,King7,Straquaz,CyberRazzer,Eagl3,AeroMan,Areys2nD,Kazbah,iKito ]######//
Structs :

Code:
=================================================
============== BuRn3R Struct Logger =============
== Structs: CPlayer, CServer, CBase & CVehicle ==
=================================================
struct CPlayer
{
	char BuRn3R1[2832];//0x00
	int GlobalIndex;//0xB10
	char BuRn3R2[47408];//0xB14
	float NoRecoil1;//0xC444
	float NoRecoil2;//0xC448
	float NoRecoil3;//0xC44C
	char BuRn3R3[72];//0xC450
	BYTE Index;//0xC498
	char BuRn3R4[19];//0xC499
	float GravityX;//0xC4AC
	float GravityY;//0xC4B0
	float GravityZ;//0xC4B4
	char BuRn3R5[24];//0xC4B8
	int WeaponState;//0xC4D0
	char BuRn3R6[15416];//0xC4D4
	float PlayerSpeed;//0x1010C
	float NoSpread;//0x10110
	float FastNadeBlast;//0x10114
	char BuRn3R7[136];//0x10118
	int PlayerView3D;//0x101A0
	char BuRn3R8[4];//0x101A4
	float Pitch;//0x101A8
	char BuRn3R9[24];//0x101AC
	float Yaw;//0x101C4
	char BuRn3R10[12];//0x101C8
	float ViewX;//0x101D4
	float ViewY;//0x101D8
	float ViewZ;//0x101DC
	char BuRn3R11[12];//0x101E0
	WORD Weapon1;//0x101EC
	WORD Weapon2;//0x101EE
	WORD Weapon3;//0x101F0
	char BuRn3R12[90];//0x101F2
	BYTE PlayerState;//0x1024C
	char BuRn3R13[155];//0x1024D
	float NoFallDamage;//0x102E8
	char BuRn3R14[20];//0x102EC
	float PosX;//0x10300
	char BuRn3R15[4];//0x10304
	float PosY;//0x102F8
	char BuRn3R16[4];//0x102FC
	float PosZ;//0x10308
	char BuRn3R17[100];//0x1030C
	DWORD AutoPlant;//0x10370
	DWORD AutoDefuse;//0x10374
	char BuRn3R18[14];//0x10378
	DWORD AutoShot;//0x10386
	char BuRn3R19[106];//0x1038A
	float NoM134Idle;//0x103F4
	char BuRn3R20[19228];//0x103F8
	int LocalIndex;//0x14F14
};

struct CServer
{
	char BuRn3R1[292];//0x00
	BYTE AntiAbnormal1;//0x124
	BYTE AntiAbnormal2;//0x125
	char BuRn3R2[570];//0x126
	BYTE AntiAbnormal3;//0x360
	BYTE AntiAbnormal4;//0x361
	char BuRn3R3[554];//0x362
	int Premium;//0x58C
	long PremiumDays;//0x590
	char BuRn3R4[-22000];//0x594
	int SuperMaster;//0xFFFFAFA4
	char BuRn3R5[20565];//0xFFFFAFA8
	BYTE Slot1;//0xFFFFFFFD
	BYTE Slot2;//0xFFFFFFF9
	BYTE Slot3;//0xFFFFFFFA
	BYTE Slot4;//0xFFFFFFFB
	BYTE Slot5;//0x0
	BYTE Slot6;//0xFFFFFFFD
	BYTE Slot7;//0xFFFFFFFE
	BYTE Slot8;//0xFFFFFFFF
	char BuRn3R6[913816];//0x0
	long Level;//0xDF198
	char BuRn3R7[-160628];//0xDF19C
	long Dinar;//0xB7E28
	char BuRn3R8[24];//0xB7E2C
	long Invisible;//0xB7E44
	char BuRn3R9[1304];//0xB7E48
	int RoomMaster//0xB8360
};

struct CVehicle
{
	char BuRn3R1[11452636];//0x00
	float Pitch;//0xAEC0DC
	float Yaw;//0xAEC0E0
};

struct CBase
{
	CPlayer* pLocal;//0x0
	char* BuRn3R1[-4];//0x4
	CPlayer** pGlobal;//0x0
};
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Old 11/20/2013, 13:53   #323
 
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[quote=GTGameerish;25970182]Addys :

Code:
//####################[ CyberMask Logger ]####################//
//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER                   0xAF2810
#define ADR_SERVERPOINTER                   0xAECFD8
#define ADR_HEALTHPOINTER                   0x31FB8
#define ADR_REMOTEPOINTER                   0xB747C0
#define ADR_VIEWANGELS                      0xAEC070
#define ADR_DEVICEPOINTER                   0x8CEC3C
#define ADR_BASEPOINTER                     0xB24D98
#define ADR_STATEPOINTER                    0xAF2838
#define ADR_WEAPONPOINTER                   0xB10DF8
#define ADR_VEHICLEPOINTER                  0xAEC1E0
#define ADR_VEHICLEPOINTER2                 0xAEC178
#define ADR_GPUPOINTER                      0x8CEC3C
#define ADR_ZOMBIEMAPPOINTER                0xAEC490
#define ADR_BOMBPOINTER                     0xAF2E30
#define ADR_WARROCKHWID                     0xAEC06C
#define ADR_GEARBASE                        0xB10DF0
#define ADR_MATRIXPOINTER                   0xA7A6B0
#define ADR_REMOTEVEHICLE                   0xAEC178
#define ADR_ROOMCLASS                       0xAF2E24
#define ADR_USERPOINTER                     0xAECFD8
#define ADR_USERBASE                        0xAF2E30
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE                0xAEC094
#define ADR_STARTSTAMINA                    0x89BEC0
#define ADR_STAMINAROLL                     0x89BEC8
#define ADR_BONESHOT                        0x8D2BB8
#define ADR_BONESHOT2                       0xB8EF08
#define ADR_SPEED                           0x8D1F88
#define ADR_NOSPAWNWAIT1                    0xB8EE3C
#define ADR_NOSPAWNWAIT2                    0xB8EE40
#define ADR_NOSPAWNWAIT3                    0xB8EE44
#define ADR_NOBOUNDS1                       0xB8486C
#define ADR_NOBOUNDS2                       0xB84870
#define ADR_NOBOUNDS3                       0xB8487E
#define ADR_SCOPE                           0x93D490
#define ADR_SCOPESIZE                       0x93D498
#define ADR_PLANTANYWHERE                   0xAEC0AE
#define ADR_DEFUSEANYWHERE                  0x93D4AC
#define ADR_STW                             0xAEC4A8
#define ADR_WUW                             0xAF9634
#define ADR_WTH                             0x8934A4
#define ADR_GMWARNING                       0xB1686C
#define ADR_GMWARNINGIP                     0xB1646C
#define ADR_SUPERNOSPREAD                   0x8D1C08
#define ADR_WEAPONGLOBAL1                   0xB10DB8
#define ADR_WEAPONGLOBAL2                   0xB65490
#define ADR_CLANTAG1                        0xB10D98//*(PINT) 1
#define ADR_CLANTAG2                        0xB10D54//*(PINT) 1
#define ADR_CLANTAG3                        0xB10DA0//*(PINT) 1
#define ADR_CLANTAG4                        0xB0F81C//*(PINT) 1
#define ADR_CLANTAG5                        0xAA8A64//*(PINT) 1
#define ADR_CLANTAG6                        0xB2541C//(PCHAR)Name of Clan 
#define ADR_FASTAMMO                        0xAF6E1C
#define ADR_FASTHEALTH                      0xAF6E24
//########################[ Offsets ]########################//
#define OFS_X                               0x10300
#define OFS_Y                               0x10310
#define OFS_Z                               0x10308
#define OFS_GRAVITY_Y                       0xC4B0
#define OFS_GRAVITY_X                       0xC4B8
#define OFS_GRAVITY_Z                       0xC4B4
#define OFS_SLOT1                           0x9F1E0
#define OFS_SLOT2                           0x9F1E1
#define OFS_SLOT3                           0x9F1E2
#define OFS_SLOT4                           0x9F1E3
#define OFS_SLOT5                           0x9F1E4
#define OFS_SLOT6                           0x9F1E5
#define OFS_SLOT7                           0x9F1E6
#define OFS_SLOT8                           0x9F1E7
#define OFS_VIEW_X                          0x101D4
#define OFS_VIEW_Y                          0x101DC
#define OFS_VIEW_Z                          0x101D8
#define OFS_3DPLAYERVIEW                    0x101A0
#define OFS_WALKHEIGHT                      0x8D1C34
#define OFS_INVISIBLE                       0xB7E44
#define OFS_FASTNADEBLAST                   0x10114
#define OFS_PITCH                           0x101A8
#define OFS_YAW                             0x101C4
#define OFS_WEAPONSTATE                     0xC4D0
#define OFS_WEAPON1                         0x101EC
#define OFS_WEAPON2                         0x101EE
#define OFS_WEAPON3                         0x101F0
#define OFS_NORECOIL1                       0xC444
#define OFS_NORECOIL2                       0xC448
#define OFS_NORECOIL3                       0xC450
#define OFS_NOSPREAD                        0x10110
#define OFS_NOFALLDAMAGE                    0x102E8
#define OFS_AUTOPLANT                       0x10370
#define OFS_AUTODEFUSE                      0x10374
#define OFS_AUTOSHOT                        0x10386
#define OFS_NODELAY                         0x0
#define OFS_NORELOAD                        0x1040D
#define OFS_PLAYERSTATE                     0xC4CC
#define OFS_PLAYERSPEED                     0x1010C
#define OFS_WEAPONDAMAGE                    0x14BC
#define OFS_WEAPONDEFENCE                   0x14C0
#define OFS_WEAPONRANGE                     0x0
#define OFS_AMMONUMBER                      0x14C8
#define OFS_MAGAZINENUMBER                  0x858D002C
#define OFS_EFFECTRANGE                     0x14D0
#define OFS_PARABOLA                        0x14D4
#define OFS_SHOTSPEED                       0x14E4
#define OFS_WEAPONWHEIGHT                   0x14E8
#define OFS_GLOBALSIZE                      0xB10
#define OFS_PLAYERID                        0x0
//########################[ Assembly ]########################//
#define ASM_WARROCKCHECK1                   0x51B876
#define ASM_WARROCKCHECK2                   0x5DF0BF
#define ASM_SELFCRC                         0x0
#define ASM_WARROCKANTICRASH                0x51B876
#define ASM_QUICKPLANT                      0x51173E
#define ASM_QUICKDEFUSE                     0x50D7DB
#define ASM_NORELOAD                        0x0
#define ASM_AUTOAMMO                        0x5066E5
#define ASM_RADARGPS                        0x59FE16
#define ASM_MOVETOLOBBY                     0x4DF822
#define ASM_SNIPERAMMO                      0x60FC28
#define ASM_ASSAULTAMMO                     0x42B1F9
#define ASM_BACKTOLOBBY                     0x4DF4A9
#define ASM_MINEVIEW1                       0x44858A
#define ASM_MINEVIEW2                       0x448608
#define ASM_UNLOXYGEN                       0x50882B
#define ASM_ESPHEALTH                       0x45DCA6
#define ASM_OPK1                            0x408567
#define ASM_OPK2                            0x408570
#define ASM_OPK3                            0x40856C
//######[ Credits to : CyberMask,NoName,R3D_L1n3,Exodus,Cyno,King7,Straquaz,CyberRazzer,Eagl3,AeroMan,Areys2nD,Kazbah,iKito ]######//

I have this addreess in my addylog:

#define ASM_NORELOAD 0x51A956
#define ASM_WARROCKCHECK1 0x51B87F
#define ASM_WARROCKCHECK2 0x51B8B0
#define ASM_WARROCKCHECK3 0x51B8F2
#define ADR_STW 0x89591C
#define ASM_OPK3 0x40857C
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Old 11/20/2013, 14:04   #324
 
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#request dump after maintenance for today and more addies
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Old 11/20/2013, 14:17   #325
 
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Suche immer noch LocalPlayerSize Addy ^^
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Old 11/20/2013, 15:32   #326
 
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#request dumped warrock after update
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Old 11/20/2013, 16:30   #327
 
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Warrock dump 20/11/2013:
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Old 11/20/2013, 17:06   #328
 
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Anyone have this structurs?
D3DXMATRIX Project;//
D3DXMATRIX View;//
pLocal;//
xJumpToAdress1[1169876];//
pGlobal;//
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Old 11/20/2013, 23:10   #329




 
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Quote:
Originally Posted by Raz9r View Post
Just out of interest, how do you guys fix the timestamp corruption when sending custom packets? Do you use War Rocks internal functions, hook its main thread or do you synchronize the packets with some sort of concurrent queue? Or do you just not synchronize and hope there are no before-relationship issues with the logical time?

e/ for further clarification:
Assume we have to packets p and q, whose timestamps are defined as LT(p) and LT(q). The War Rock server assumes the packets are sent following a before-relationship, which essentially means that the following must be true for every packet:

p before q ⇒ LT(p) < LT(q)

This also means that there cannot be two packets p and q with LT(p) = LT(q), which can be an issue when dealing with concurrency.
LT (q) = LT (p) + 1

If the server from WarRock is coded as bad as the client actually is, this could work
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Old 11/20/2013, 23:28   #330
 
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Quote:
Originally Posted by Omdihar View Post
LT (q) = LT (p) + 1

If the server from WarRock is coded as bad as the client actually is, this could work
Well the problem is that there may be two packets from the game whose logical timestamps only differ by one. So far I'm putting both the games and my cheats packets into one concurrent queue to properly update the logical timestamps and thus delay the send operation by up to 100ms, which can be critical for certain packets. Also the difference between the timestamps differs for a few packet types, so I really need to use some kind of a concurrent priority queue aka. a performance killer.
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