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War Rock Cheat Programming Discussion
Discussion on War Rock Cheat Programming Discussion within the WarRock forum part of the Shooter category.
01/07/2015, 23:31
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#946
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elite*gold: 31
Join Date: Jul 2014
Posts: 659
Received Thanks: 298
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#define ADR_IAT_SEND 0x8BE96C
#define ADR_IAT_RECV 0x8BE95C
#define ADR_IAT_CONNECT 0x8BE958
Thanks to disav0w
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01/08/2015, 13:17
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#947
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elite*gold: 0
Join Date: Nov 2014
Posts: 40
Received Thanks: 10
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Not much changed
HTML Code:
//[][===============================================][]
//[] ZNOEN LOGGER []
//[] 17-12-2014 | 10:00:48 []
//[] STATUS: Private []
//[][===============================================][]
//[][==================[Pointers]===================][]
#define ADR_PlayerPointer 0xAE5820
#define ADR_ServerPointer 0xAE47C4
#define ADR_ViewAngles 0xAE36F4
#define ADR_DevicePointer 0x903BF4
#define ADR_UserPointer 0xAE47C4
#define ADR_HealthPointer 0x31FB8
#define ADR_RemotePointer 0xC1CCDC
#define ADR_BasePointer 0xB36DF0
#define ADR_WeaponPointer1 0xC10C20
#define ADR_WeaponPointer2 0xB038E0
//[][===============================================][]
//[][===================[Address]===================][]
#define ADR_NoRecoil1 0xC444
#define ADR_NoRecoil2 0xC448
#define ADR_NoRecoil3 0xC44C
#define ADR_NoSpread1 0xAE9F7C
#define ADR_NoSpread2 0xAE9F80
#define ADR_FastAmmo 0xAE9EE0
#define ADR_FastRepair 0xAE9EE4
#define ADR_FastHealth 0xAE9EE8
#define ADR_FastFlag 0xAE9EEC
#define ADR_NoBounds1 0xC2D990
#define ADR_NoBounds2 0xC2D994
#define ADR_NoBounds3 0xC2D998
#define ADR_IGNName 0xB37434
#define ADR_QuickSpawn1 0xC38024
#define ADR_QuickSpawn2 0xC38028
#define ADR_QuickSpawn3 0xC3802C
#define ADR_FogColor1 0xAE5D30
#define ADR_FogColor2 0xAE5D2C
#define ADR_FogColor3 0xAE5D28
#define ADR_GlassWalls 0xAE37FC
#define ADR_NoWater1 0xAEC6EC
#define ADR_NoWater2 0xAEC6F0
#define ADR_Scope 0xAE3734
//[][===============================================][]
//[][===================[Offsets]===================][]
#define OFS_Gravity_X 0xC4B4
#define OFS_Gravity_Y 0xC4BC
#define OFS_Gravity_Z 0xC4B8
#define OFS_X 0x10304
#define OFS_Z 0x1030C
#define OFS_Y 0x10314
#define OFS_Weapon1 0x101F0
#define OFS_Weapon2 0x101F2
#define OFS_Weapon3 0x101F4
#define OFS_Slot5 0x3415C
#define OFS_Slot6 0x3415D
#define OFS_Slot7 0x3415E
#define OFS_Slot8 0x3415F
#define OFS_LocalIndex 0xC498
#define OFS_NoFallDamage 0x102EC
#define OFS_FastNade 0x10118
#define OFS_NoM134Idle 0x103FC
#define OFS_Premium 0x3C8
#define OFS_3DPlayerView 0x101A4
#define OFS_NoReload 0x10411
#define OFS_NoDelay 0x10414
#define OFS_Invisible 0x40794
#define OFS_Level 0x40750
#define OFS_Dinar 0x40760
#define OFS_RoomMaster 0x31564
#define OFS_SuperMaster 0x316A8
//[][===============================================][]
//[][===================[Memory]====================][]
#define ADR_BoneShot 0x907BA8
#define ADR_WUW 0xAEC6F4
#define ADR_QuickPlantDefuse 0xAE3718
#define ADR_UnlimAmmo 0xAE3C7C
#define ADR_SuperNoSpread 0x906BC8
#define ADR_Speed 0x906BC0
#define ADR_SpeedRoll 0x906D88
#define ADR_Ladder 0x906F18
#define ADR_StaminaStart 0x8CF258
#define ADR_FarFog 0xAEC70C
#define ADR_NearFog 0xAEC704
#define ADR_NoEndBanner 0x8D5320
#define ADR_STW 0x8C7AB4
#define ADR_WTW 0x8CE6F8
#define ADR_StaminaRoll 0x8CF264
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01/12/2015, 16:27
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#948
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elite*gold: 0
Join Date: Nov 2010
Posts: 1,548
Received Thanks: 333
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Ich bin immer noch auf der Suche nach zusammenhängendem Zombie Opk/telekill mit structs (als beispiel geber für das allgemeine verständniss) (gemeint ist damit kein asm opk)
mein code workt nicht und egal wie ich die da hin und her bastle es geht nicht :
Code:
typedef struct {
/* 0x000000 */ CHAR _00[50244];
/* 0x00C444 */// D3DXVECTOR3 Recoil;
/* 0x00C450 */ CHAR _01[15708];
/* 0x0101AC */ FLOAT Pitch;
/* 0x0101B0 */ CHAR _02[24];
/* 0x0101C8 */ FLOAT Yaw;
/* 0x0101CC */ CHAR _03[12];
/* 0x0101D8 */ //D3DXVECTOR3 View;
/* 0x0101E0 */ CHAR _04[16];
/* 0x0101F0 */ WORD Weapon1;
/* 0x0101F2 */ WORD Weapon2;
/* 0x0101F4 */ WORD Weapon3;
/* 0x0101F6 */ CHAR _05[246];
/* 0x0101AC */ FLOAT NoFallDamage;
/* 0x0102F0 */ CHAR _06[20];
/* 0x010304 */ FLOAT PosX;
/* 0x010308 */ CHAR _07[4];
/* 0x01030C */ FLOAT PosZ;
/* 0x010310 */ CHAR _08[4];
/* 0x010314 */ FLOAT PosY;
/* 0x010318 */ CHAR _09[92];
/* 0x010374 */ FLOAT AutoPlant;
/* 0x010378 */ FLOAT AutoDefuse;
/* 0x01037C */ CHAR _10[14];
/* 0x01038A */ FLOAT AutoShoot;
} WRPlayer; //Size=> 0x00010396
typedef struct {
/* 0x000000 */ CHAR _00[264084];
/* 0x040794 */ LONG Invisible;
} WRServer; //Size=>0x00040798
typedef struct {
/* 0x000000 */ WRServer* pLocServer;
/* 0x000004 */ CHAR _01[4184];
/* 0x00105C */ WRPlayer* pLocPlayer;
/* 0x138514 */ CHAR _02[1275064];
/* 0x138514 */ WRPlayer** pExtPlayers;
} WRBase; //Size=>0x00138514
WRBase* pBase = (WRBase*)ADR_POINTER_SERVER;
void zombieopk()
{
DWORD PlP = *(DWORD*) ADR_POINTER_PLAYER ;
if(PlP != 0)
{
for(int i = 0; i < 32; i++)
{
WRPlayer* Index = pBase->pExtPlayers[i];
pBase->pLocPlayer->PosX = 3082.593994;//You
pBase->pLocPlayer->PosY = 619.957275;//You
pBase->pLocPlayer->PosZ = 3054.222900;//You
pBase->pExtPlayers[i]->PosX=3118.52563;//Zombie
pBase->pExtPlayers[i]->PosY=619.921448;//Zombie
pBase->pExtPlayers[i]->PosZ=2871.032227;//Zombie
}
}
}
ich check noch nichtmal mehr wofür die genau verwendet werden. bzw welche art von adressen die structs brauchen um zu funktionieren und wie er die halt ausliest, bzw ansteuert. Wäre nett wenn mir da jemand helfen könnte.
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01/12/2015, 22:09
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#949
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elite*gold: 31
Join Date: Jul 2014
Posts: 659
Received Thanks: 298
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Quote:
Originally Posted by Waller66
Ich bin immer noch auf der Suche nach zusammenhängendem Zombie Opk/telekill mit structs (als beispiel geber für das allgemeine verständniss) (gemeint ist damit kein asm opk)
mein code workt nicht und egal wie ich die da hin und her bastle es geht nicht :
Code:
typedef struct {
/* 0x000000 */ CHAR _00[50244];
/* 0x00C444 */// D3DXVECTOR3 Recoil;
/* 0x00C450 */ CHAR _01[15708];
/* 0x0101AC */ FLOAT Pitch;
/* 0x0101B0 */ CHAR _02[24];
/* 0x0101C8 */ FLOAT Yaw;
/* 0x0101CC */ CHAR _03[12];
/* 0x0101D8 */ //D3DXVECTOR3 View;
/* 0x0101E0 */ CHAR _04[16];
/* 0x0101F0 */ WORD Weapon1;
/* 0x0101F2 */ WORD Weapon2;
/* 0x0101F4 */ WORD Weapon3;
/* 0x0101F6 */ CHAR _05[246];
/* 0x0101AC */ FLOAT NoFallDamage;
/* 0x0102F0 */ CHAR _06[20];
/* 0x010304 */ FLOAT PosX;
/* 0x010308 */ CHAR _07[4];
/* 0x01030C */ FLOAT PosZ;
/* 0x010310 */ CHAR _08[4];
/* 0x010314 */ FLOAT PosY;
/* 0x010318 */ CHAR _09[92];
/* 0x010374 */ FLOAT AutoPlant;
/* 0x010378 */ FLOAT AutoDefuse;
/* 0x01037C */ CHAR _10[14];
/* 0x01038A */ FLOAT AutoShoot;
} WRPlayer; //Size=> 0x00010396
typedef struct {
/* 0x000000 */ CHAR _00[264084];
/* 0x040794 */ LONG Invisible;
} WRServer; //Size=>0x00040798
typedef struct {
/* 0x000000 */ WRServer* pLocServer;
/* 0x000004 */ CHAR _01[4184];
/* 0x00105C */ WRPlayer* pLocPlayer;
/* 0x138514 */ CHAR _02[1275064];
/* 0x138514 */ WRPlayer** pExtPlayers;
} WRBase; //Size=>0x00138514
WRBase* pBase = (WRBase*)ADR_POINTER_SERVER;
void zombieopk()
{
DWORD PlP = *(DWORD*) ADR_POINTER_PLAYER ;
if(PlP != 0)
{
for(int i = 0; i < 32; i++)
{
WRPlayer* Index = pBase->pExtPlayers[i];
pBase->pLocPlayer->PosX = 3082.593994;//You
pBase->pLocPlayer->PosY = 619.957275;//You
pBase->pLocPlayer->PosZ = 3054.222900;//You
pBase->pExtPlayers[i]->PosX=3118.52563;//Zombie
pBase->pExtPlayers[i]->PosY=619.921448;//Zombie
pBase->pExtPlayers[i]->PosZ=2871.032227;//Zombie
}
}
}
ich check noch nichtmal mehr wofür die genau verwendet werden. bzw welche art von adressen die structs brauchen um zu funktionieren und wie er die halt ausliest, bzw ansteuert. Wäre nett wenn mir da jemand helfen könnte.
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It should be for(int i = 4; i < 32; i++)
0 - 3 are roomslots of the AI Players.
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01/12/2015, 22:59
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#950
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elite*gold: 0
Join Date: Sep 2011
Posts: 854
Received Thanks: 2,482
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Quote:
Originally Posted by Waller66
ich check noch nichtmal mehr wofür die genau verwendet werden. bzw welche art von adressen die structs brauchen um zu funktionieren und wie er die halt ausliest, bzw ansteuert. Wäre nett wenn mir da jemand helfen könnte.
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Mit den "structs" bildet man die Datenstruktur einer Klasse von WarRock nach.
Dann lässt man einen Pointer dieser Klasse auf die Speicheraddresse in Warrock zeigen, an der sich diese befinden, und kann somit ziemlich sauber auf das ganze zugreifen.
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01/13/2015, 19:09
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#951
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elite*gold: 0
Join Date: Mar 2014
Posts: 420
Received Thanks: 322
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Quote:
Originally Posted by Cyno™
Mit den "structs" bildet man die Datenstruktur einer Klasse von WarRock nach.
Dann lässt man einen Pointer dieser Klasse auf die Speicheraddresse in Warrock zeigen, an der sich diese befinden, und kann somit ziemlich sauber auf das ganze zugreifen.
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Structs bieten einfach einen ordentlichen Zugriff auf speicherlayouts.
Memory access simplified:
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01/13/2015, 22:16
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#952
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elite*gold: 420
Join Date: Jan 2012
Posts: 1,039
Received Thanks: 988
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"ACCESS IT LIKE"
Code:
std::array<player *, 32> *&players = *reinterpret_cast<std::array<player *, 32> **>(0xDEADBEEF);
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01/14/2015, 09:52
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#953
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elite*gold: 0
Join Date: Nov 2014
Posts: 40
Received Thanks: 10
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HTML Code:
//[][===============================================][]
//[] ZNOEN LOGGER []
//[] 14-01-2015 | 09:09:01 []
//[] STATUS: Private []
//[][===============================================][]
//[][==================[Pointers]===================][]
#define ADR_PlayerPointer 0xAE57E0
#define ADR_ServerPointer 0xAE4784
#define ADR_ViewAngles 0xAE36B4
#define ADR_DevicePointer 0xAE36B8
#define ADR_UserPointer 0xAE4784
#define ADR_HealthPointer 0x31FB8
#define ADR_RemotePointer 0xC1CC9C
#define ADR_BasePointer 0xB36DB0
#define ADR_WeaponPointer1 0xC10BE0
#define ADR_WeaponPointer2 0xB038A0
//[][===============================================][]
//[][===================[Address]===================][]
#define ADR_NoRecoil1 0xC444
#define ADR_NoRecoil2 0xC448
#define ADR_NoRecoil3 0xC44C
#define ADR_NoSpread1 0xAE9F3C
#define ADR_NoSpread2 0xAE9F40
#define ADR_FastAmmo 0xAE9EA0
#define ADR_FastRepair 0xAE9EA4
#define ADR_FastHealth 0xAE9EA8
#define ADR_FastFlag 0xAE9EAC
#define ADR_NoBounds1 0xC2D950
#define ADR_NoBounds2 0xC2D954
#define ADR_NoBounds3 0xC2D958
#define ADR_IGNName 0xB373F4
#define ADR_GMWarning 0xB31994
#define ADR_FarFog 0xAE37BC
#define ADR_NearFog 0xAEC6C4
#define ADR_QuickSpawn1 0xC37FE4
#define ADR_QuickSpawn2 0xC37FE8
#define ADR_QuickSpawn3 0xC37FEC
#define ADR_FogColor1 0xAE5CF0
#define ADR_FogColor2 0xAE5CEC
#define ADR_FogColor3 0xAE5CE8
#define ADR_GlassWalls 0xAE37BC
#define ADR_NoWater1 0xAEC6AC
#define ADR_NoWater2 0xAEC6B0
//[][===============================================][]
//[][===================[Offsets]===================][]
#define OFS_Gravity_X 0xC4B4
#define OFS_Gravity_Y 0xC4BC
#define OFS_Gravity_Z 0xC4B8
#define OFS_X 0x10304
#define OFS_Z 0x1030C
#define OFS_Y 0x10314
#define OFS_Weapon1 0x101F0
#define OFS_Weapon2 0x101F2
#define OFS_Weapon3 0x101F4
#define OFS_Slot5 0x3415C
#define OFS_Slot6 0x3415D
#define OFS_Slot7 0x3415E
#define OFS_Slot8 0x3415F
#define OFS_LocalIndex 0xC498
#define OFS_NoFallDamage 0x102EC
#define OFS_FastNade 0x10118
#define OFS_NoM134Idle 0x103FC
#define OFS_Premium 0x3C8
#define OFS_3DPlayerView 0x101A4
#define OFS_NoReload 0x10411
#define OFS_NoDelay 0x10414
#define OFS_Invisible 0x40794
#define OFS_Level 0x40750
#define OFS_Dinar 0x40760
#define OFS_RoomMaster 0x31564
#define OFS_SuperMaster 0x316A8
//[][===============================================][]
//[][===================[Memory]====================][]
#define ADR_BoneShot 0x907AD8
#define ADR_WUW 0xAEC6B4
#define ADR_WTH 0x8C559C
#define ADR_QuickPlantDefuse 0xAE36D8
#define ADR_PlantAnyWhere 0xAE36CF
#define ADR_SuperNoSpread 0x906AF8
#define ADR_Speed 0x906AF0
#define ADR_SpeedRoll 0x906CB8
#define ADR_StaminaStart 0x8CF258
#define ADR_StaminaRoll 0x8CF264
#define ADR_WeaponGravity 0x906AB0
#define ADR_STW 0x8C7AB4
#define ADR_WTW 0xAE36D8
//[][===============================================][]
//[][===================[Credits]===================][]
//[] AeroMan []
//[] Systomar []
//[] n4n033 []
//[][===============================================][]
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01/14/2015, 14:24
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#954
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elite*gold: 31
Join Date: Jul 2014
Posts: 659
Received Thanks: 298
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Quote:
Originally Posted by Peter File
"ACCESS IT LIKE"
Code:
std::array<player *, 32> *&players = *reinterpret_cast<std::array<player *, 32> **>(0xDEADBEEF);
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I'm sure that if you change reinterpret_cast will not work!
Some addresses
Code:
--------------------------------[ToXiiC]-------------------------------
Logging started at: 14/1/2015 - 15:27:49
-----------------------------------------------------------------------
/* Pointers */
#define ADR_PlayerPointer 0xAE57E0
#define ADR_ServerPointer 0xAE4784
#define ADR_RemotePointer 0xC1CC9C
#define ADR_AnglesPointer 0xAE36B4
#define ADR_DevicePointer 0xAE36B8
/* Addresses */
#define ADR_QuickSpawn1 0xC37FE4
#define ADR_QuickSpawn2 0xC37FE8
#define ADR_QuickSpawn3 0xC37FEC
#define ADR_NoBounds1 0xC2D950
#define ADR_NoBounds2 0xC2D954
#define ADR_NoBounds3 0xC2D962
#define ADR_AntiAFKKick 0xC2D950
#define ADR_Speed 0x906E88
/* Offsets */
#define OFS_DevicePointer 0x2B930
#define OFS_NoRecoil1 0xC444
#define OFS_NoRecoil2 0xC448
#define OFS_NoRecoil3 0xC450
#define OFS_SLOT5 0x3415C
#define OFS_SLOT6 0x3415D
#define OFS_SLOT7 0x3415E
#define OFS_SLOT8 0x3415F
#define OFS_X 0x10304
#define OFS_Y 0x10314
#define OFS_Z 0x1030C
#define OFS_GRAVITY_X 0xC4B0
#define OFS_GRAVITY_Y 0xC4AC
#define OFS_GRAVITY_Z 0xC4B4
#define OFS_NFD 0x102EC
/* Generic */
#define ADR_MessageBox 0x525153
#define ADR_EngineText 0x522B58
#define ADR_GMMode /* PRIVATE */
#define ADR_CRCCheck 0x62DF50
#define ADR_CRCMemoryCheck /* PRIVATE */
#define ADR_WebAuthentication 0x4E9AB2
#define ADR_HSStartup 0x45C67A
/* HackShield */
#define ADR_HS_VMT_DEVICE /* PRIVATE */
#define ADR_HS_VMT_DEVICE_GORDON /* PRIVATE */
/* IAT Hook */
#define ADR_IAT_SEND 0x8BE96C
#define ADR_IAT_RECV 0x8BE95C
#define ADR_IAT_CONNECT 0x8BE958
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01/15/2015, 18:04
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#955
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elite*gold: 0
Join Date: Mar 2014
Posts: 420
Received Thanks: 322
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Code:
#define ASM_AUTHBYPASS 0x004E9AB2
#define ASM_HSFIX1 0x00000000 // dunno..
#define ASM_HSFIX2 0x00529590
#define ASM_HSFIX3 0x004F8400
#define WR_CHAT 0x00522B58
#define WR_MESSAGEBOX 0x005251E1
#define T_MESSAGEBOXCALL 0x0041B510
#define WR_ENGINE_BUF 0x008C5CBA
#define WR_ENGINE_PTR 0x00AE59FC
Code:
DWORD dwChat = WR_CHAT;
DWORD dwMessageBox = WR_MESSAGEBOX;
void extdll::WarRock::MessageBox(char* message)
{
__asm
{
PUSH EAX;
MOV EAX, message;
PUSH WR_ENGINE_BUF;
PUSH 0h;
PUSH 0h;
PUSH EAX;
PUSH DWORD PTR DS:[WR_ENGINE_PTR]; // instance of something?
CALL dwMessageBox; // interface call?
POP EAX;
}
}
void extdll::WarRock::Chat(char* message, BYTE red, BYTE green, BYTE blue)
{
__asm
{
push eax;
push ecx;
push 0;
push 0;
push green;
push red;
mov eax, message;
mov ecx, eax;
push blue;
pop edi;
call dwChat;
pop ecx;
pop eax;
}
}
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01/15/2015, 21:17
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#956
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elite*gold: 31
Join Date: Jul 2014
Posts: 659
Received Thanks: 298
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Quote:
Originally Posted by AmazingTurtle
Code:
#define ASM_AUTHBYPASS 0x004E9AB2
#define ASM_HSFIX1 0x00000000 // dunno..
#define ASM_HSFIX2 0x00529590
#define ASM_HSFIX3 0x004F8400
#define WR_CHAT 0x00522B58
#define WR_MESSAGEBOX 0x005251E1
#define T_MESSAGEBOXCALL 0x0041B510
#define WR_ENGINE_BUF 0x008C5CBA
#define WR_ENGINE_PTR 0x00AE59FC
Code:
DWORD dwChat = WR_CHAT;
DWORD dwMessageBox = WR_MESSAGEBOX;
void extdll::WarRock::MessageBox(char* message)
{
__asm
{
PUSH EAX;
MOV EAX, message;
PUSH WR_ENGINE_BUF;
PUSH 0h;
PUSH 0h;
PUSH EAX;
PUSH DWORD PTR DS:[WR_ENGINE_PTR]; // instance of something?
CALL dwMessageBox; // interface call?
POP EAX;
}
}
void extdll::WarRock::Chat(char* message, BYTE red, BYTE green, BYTE blue)
{
__asm
{
push eax;
push ecx;
push 0;
push 0;
push green;
push red;
mov eax, message;
mov ecx, eax;
push blue;
pop edi;
call dwChat;
pop ecx;
pop eax;
}
}
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You just need a address to avoid HS Crash
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01/17/2015, 16:40
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#957
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elite*gold: 0
Join Date: Apr 2013
Posts: 511
Received Thanks: 431
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Quote:
void __stdcall extdll::WarRock::MessageBox(char* message)
{
__asm
{
PUSH EAX;
MOV EAX, message;
PUSH WR_ENGINE_BUF;
PUSH 0h;
PUSH 0h;
PUSH EAX;
PUSH DWORD PTR DS : [WR_ENGINE_PTR]; //=> Pointer to global class e.g.
CALL dwMessageBox; //=> MSG Box function WarRock..
}
}
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__stdcall so no POP need.
What are you Push at the begin? o.O
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01/18/2015, 16:31
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#958
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elite*gold: 0
Join Date: May 2013
Posts: 1,458
Received Thanks: 2,578
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Quote:
Originally Posted by Wanetrain
__stdcall so no POP need.
What are you Push at the begin? o.O
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Anyway using stdcall in some case would be a nice idea. But not i this case
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01/18/2015, 17:00
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#959
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elite*gold: 420
Join Date: Jan 2012
Posts: 1,039
Received Thanks: 988
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How does the calling convention of the caller matter when it comes to cleaning up the callee's stack? Changing extdll::WarRock::MessageBox to __stdcall doesn't make any sense imo.
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01/18/2015, 21:08
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#960
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elite*gold: 0
Join Date: Mar 2014
Posts: 420
Received Thanks: 322
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Quote:
Originally Posted by Peter File
How does the calling convention of the caller matter when it comes to cleaning up the callee's stack? Changing extdll::WarRock::MessageBox to __stdcall doesn't make any sense imo.
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I don't understand. Can you explain that?
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