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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 01/08/2016, 12:22   #1051
 
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Quote:
Originally Posted by Wanetrain View Post
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.
sehe nur c++11 features, keine c++14 features.
pff, man muss nur bei den richtigen suchen statt bei den 95% tryhard faggots.
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Old 01/31/2016, 03:08   #1052
 
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render class with no font = no copypasta proof
y how are we gunna write letters
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Old 02/13/2016, 17:07   #1053
 
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hätte da ein paar fragen war ja für ein paar jahre out of topic
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Old 03/25/2016, 02:52   #1054
 
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Code:
#define Pointer_Player          0x00B12404//
#define Pointer_Server          0x00B112EC//
#define Pointer_Class           0x00B63564//
#define Pointer_Base            0x00B62BE8//
#define Pointer_Get_Base        0x00C45AAC//
#define Pointer_Weapon          0x00B308F8//
#define Pointer_User_Base       0x00C45AAC//
#define Pointer_HWND            0x00B0F944//

#define Struct_Get_CBase        (Pointer_Get_Base - Pointer_Player - 0x4)

#define Memory_Fast_Ammo        0x00B16CA0//
#define Memory_Fast_Medic       0x00B16CA8//
#define Memory_Fast_Flag        0x00B16CB8//
#define Memory_Fast_Lock_On     0x00AE1F54//
#define Memory_Speed            0x0092C328//
#define Memory_Speed_Roll       0x0092B740//
#define Memory_NoWater_1        0x00B194CC//
#define Memory_NoWater_2        0x00B194D0//
#define Memory_No_Spread_1      0x00B16D3C//
#define Memory_No_Spread_2      0x00B16D40//
#define Memory_Scope            0x00B0F988//
#define Memory_Scope_Size       0x00998F60//
#define Memory_No_Bounds_1      0x00C56EDC//
#define Memory_No_Bounds_2      0x00C56EE0//
#define Memory_No_Bounds_3      0x00C56EE4//
#define Memory_Weapon_Gravity   0x0092B520//
#define Memory_Sniper_Px        0x00B0F9C9//
#define Memory_IsReady          0x00B635FC//
#define Memory_No_Spawn_Wait_1  0x00C581F8//
#define Memory_No_Spawn_Wait_2  0x00C581FC//
#define Memory_No_Spawn_Wait_3  0x00C58200//
#define Memory_Super_No_Spread  0x0092B568//
#define Memory_Plant_Any_Where  0x00B0F98E//
#define Memory_Def_Any_Where    0x00998F88//
#define Memory_Auto_Repair      0x00B0F9A7//
#define Memory_Bone_Shot        0x0092C590//
#define Memory_Shoot_True_Walls 0x008E9FE4//
#define Memory_Walk_True_Walls  0x008F0C48//
#define Memory_CQC_Prone        0x00B12B90//
#define Memory_AI_Weapons       0x00998F50//
#define Memory_Instant_Spawn    0x00C616E0//
#define Memory_Unl_Ammo         0x00B107A4//
#define Memory_Quick_Plant      0x0092B600//
#define Memory_Quick_Defuse     0x008F0C48//
#define Memory_Im_Drunk         0x00B10758//

#define Offset_NFD              0x00010330//
#define Offset_X                0x00010348//
#define Offset_Y                0x00010358//
#define Offset_Z                0x00010350//
#define Offset_Level            0x0004072C//
#define Offset_Dinar            0x00040738//
#define Offset_Slots            0x00034140//
#define Offset_Premium          0x000003C4//
#define Offset_Room_Master      0x00031730//
#define Offset_Super_Master     0x00031690//
#define Offset_Player_Stare     0x0000C510//
#define Offset_Player_Size      0x00000AD0//
#define Offset_Player_Slot      0x00040C5C//
#define Offset_No_Recoil_1      0x0000C46C//
#define Offset_No_Recoil_2      0x0000C470//
#define Offset_No_Recoil_3      0x0000C474//
#define Offset_View_X           0x00010218//
#define Offset_View_Y           0x00010220//
#define Offset_View_Z           0x0001021C//
#define Offset_Weapon_1         0x00010230//
#define Offset_Weapon_2         0x00010232//
#define Offset_Weapon_3         0x00010234//
#define Offset_Index            0x0000C4C4//
#define Offset_Force_Kick       0x0002E604//
#define Offset_In_Water         0x0000C510//
#define Offset_In_Vehicle       0x0000041D//
#define Offset_GM               0x000003BC//
#define Offset_Time             0x00000638//
#define Offset_Packet           0x0002E604//
#define Offset_Game_Type        0x00031510//
#define Offset_Map_Num          0x0003165C//
#define Offset_Room_Players     0x0003167C//
#define Offset_Wep_Slot_0       0x00034140//
#define Offset_Total_Kills      0x00040744//
#define Offset_Total_Deaths     0x00040748//
#define Offset_Invisible        0x00040764//
#define Offset_Game_Server      0x00040768//
#define Offset_Login_Name       0x00040794//
#define Offset_Disp_Name        0x000407D4//
#define Offset_Base_Pos         0x00010218//
#define Offset_Write_Pos        0x00010348//
#define Offset_Status           0x00010294//
#define Offset_My_Player_Team   0x00040C60//
#define Offset_No_Delay         0x00010458//

#define Assembly_GameNotice     0x0040F0D5//
#define Assembly_SpamBot        0x0052C1C0//
#define Assembly_GameText       0x005301AA//
#define Assembly_Unl_Ammo       0x0051FE5C//
#define Assembly_Command        0x004E7DBC//

struct CPlayer
{
	char _0x0000[50284];
	float Recoil_1; //0xC46C 
	float Recoil_2; //0xC470 
	float Recoil_3; //0xC474 
	char _0xC478[67];
	BYTE Index; //0xC4C4 
	char _0xC4C5[75];
	CVehicle* wVehicle; //0xC508  
	char _0xC50C[4];
	__int32 InWater; //0xC510 
	char _0xC514[15576];
	float Pitch; //0x101EC 
	float Leaning; //0x101F0 
	char _0x101F4[24];
	float Yaw; //0x1020C 
	char _0x10210[8];
	vectorA Base_Pos; //0x10218 
	char _0x10224[12];
	WORD Weapon; //0x10230 
	WORD WeaponModel; //0x10232 
	WORD PlayerModel; //0x10234 
	WORD CurrentSlot; //0x10236 
	char _0x10238[92];
	BYTE Status; //0x10294 
	char _0x10295[155];
	float NFD; //0x10330 
	char _0x10334[20];
	vectorB Write_Pos; //0x10348 
	char _0x10354[1260];
};

class CServer
{
	char _0x0000[956];
	float GameMaster; //0x03BC 
	char _0x03C0[4];
	int Premium; //0x03C4 
	long PremDays; //0x03C8 
	char _0x03CC[81];
	bool InVehicle; //0x041D 
	char _0x041F[537];
	float ServerTime; //0x0638 
	char _0x063C[188360];
	DWORD RoomKicked; //0x2E604 
	char _0x2E608[12040];
	int GameType; //0x31510 
	char _0x31514[328];
	int MapNumber; //0x3165C 
	char _0x31660[28];
	int RoomPlayers; //0x3167C 
	char _0x31680[16];
	int SuperMaster; //0x31690 
	char _0x31694[156];
	DWORD RoomMaster; //0x31730 
	char _0x31734[10760];
	BYTE Slot1; //0x3413C 
	BYTE Slot2; //0x3413D 
	BYTE Slot3; //0x3413E 
	BYTE Slot4; //0x3413F 
	BYTE Slot5; //0x34140 
	BYTE Slot6; //0x34141 
	BYTE Slot7; //0x34142 
	BYTE Slot8; //0x34143 
	char _0x34144[50660];
	int CurrentLevel; //0x40728 
	long CurrentExp; //0x4072C 
	char _0x40730[8];
	long CurrentDinar; //0x40738 
	char _0x4073C[8];
	int TotalKills; //0x40744 
	int TotalDeaths; //0x40748 
	char _0x4074C[24];
	int Invisible; //0x40764 
	char _0x40768[44];
	char LoginName[20]; //0x40794 
	char _0x407A8[44];
	char DisplayName[20]; //0x407D4 
	char _0x407E8[240];
	char ClanName[20]; //0x408D8 
	char _0x408EC[876];
	DWORD RoomNumber; //0x40C58 
	DWORD MyPlayerSlot; //0x40C5C 
	DWORD MyTeam; //0x40C60 
	char _0x40C64[6108];
};

struct  CBase
{
	CPlayer* local;
	char _N4n033[Struct_Get_CBase];
	CPlayer** plocal;
};

struct CPlayerInfo
{
	char _0x0000[1412];
	int TotalXP; //0x0584 
	int XPRemaining; //0x0588 
	char _0x058C[4];
	int LocalTotalDinars; //0x0590 
	char _0x0594[8];
	int TotalKills; //0x059C 
	int TotalDeaths; //0x05A0 
	int TotalWin; //0x05A4 
	int TotalLose; //0x05A8 
	char _0x05AC[64];
	char LoginName[16]; //0x05EC 
	char _0x05FC[48];
	char PlayerName[16]; //0x062C 
	char _0x063C[56];
	char ClanName[16]; //0x0674
	char _0x0684[336];
	BYTE Nothing; //0x07D4 
	char _0x07D8[388];
	int Points; //0x095C 
	int Kills; //0x0960 
	int Deaths; //0x0964 
	int Assist; //0x0968 
	int Flags_1; //0x096C 
	int Flags_2; //0x0970 
	int Health; //0x0974 
	int MaxHealth; //0x0978 
	char _0x097C[316];
	DWORD Team; //0x0AB8
};

Credits :
UnknownPK
R3d_L!n3
Roberto
Kazbah
NoName
AeroMan
Didn't tried all the addresses, some might be wrong, working on updating some more atm then gonna test and fix wrong addresses.
Don't forget to give credits
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Old 05/02/2016, 16:17   #1055
 
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You now have to take down XIGNCODE to inject?
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Old 05/02/2016, 20:58   #1056
 
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Quote:
Originally Posted by DiiViiSioN View Post
You now have to take down XIGNCODE to inject?
With a good injector: Nope, xigncode isn't seeing ****.
Without a good injector: Yes, otherwise xigncode closes the game.
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Old 07/09/2016, 15:21   #1057



 
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https://github.com/yazzn/renderer_d3d9
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Old 07/27/2016, 05:23   #1058
 
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- hat sich erledigt -
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Old 07/27/2016, 20:28   #1059
 
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Dump sie dir selber?
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Old 07/30/2016, 00:32   #1060
 
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Quote:
Originally Posted by AmazingTurtle View Post
Dump sie dir selber?
Ich habe WarRock nicht auf meinem Rechner installiert
Wollte nur kurz was überprüfen aber hat sich erledigt
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Old 08/10/2016, 19:15   #1061
 
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Suche aktuellen Remotepointer.
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Old 08/11/2016, 08:16   #1062
 
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Quote:
Originally Posted by __BuRn3R View Post
Suche aktuellen Remotepointer.
0xDEADBEEF
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Old 08/11/2016, 15:15   #1063
 
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Quote:
Originally Posted by AmazingTurtle View Post
0xDEADBEEF
Die ist falsch.
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Old 08/11/2016, 16:50   #1064

 
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Quote:
Originally Posted by __BuRn3R View Post
Die ist falsch.

find it by your self!
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Old 08/12/2016, 10:07   #1065
 
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Quote:
Die ist falsch.
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