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WarRock EU - Code Snippets
Discussion on WarRock EU - Code Snippets within the WarRock forum part of the Shooter category.
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View Poll Results: Wie findet ihr diesen Thread
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Klasse!
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78 |
60.94% |
Geht so
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17 |
13.28% |
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Sinnlos, braucht keiner
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03/14/2011, 20:40
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#2641
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Quote:
Originally Posted by .Mcmy™
Hallo,
ich hab was eigenes erfunden ^^.
Naja sieht genau so wie DIG aus ist es aber nicht.
Es ist Selfkill made by Mcmy™ .
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 [Crasht  ]
work:
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}
Weil es der herr luzifer so will
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03/14/2011, 20:44
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#2642
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Quote:
Originally Posted by BlackLegend™
 [Crasht  ]
work:
if(selfkill == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}
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Ne warum bei mir nicht?
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
braucht man nicht unbedingt wenn mann es schon im Base drin hat.
Dann mach ich das mal weg ich publizier das dann nicht =D.
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03/14/2011, 20:47
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#2643
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Mcmy so workt des net
selfkill(so nutze ich ihn)
Code:
*(float*)(dwplp + OFS_Z) += 50000;
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03/14/2011, 20:51
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#2644
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Quote:
Originally Posted by BlackLegend™
 [Crasht  ]
work:
if(selfkill == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}
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Ach ja der Schwarze 
Wozu Dwordest du den Player und ServerPointer?
als anticrash schreib mal lieber so:
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}
Das ist aber SelfKill und Mcmy meint glaube ich Visueles DIG oda so xD
Naja anstat VirtualJump Addy runter zusetzten...
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03/14/2011, 21:00
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#2645
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Quote:
Originally Posted by *Luzifer*
Ach ja der Schwarze 
Wozu Dwordest du den Player und ServerPointer?
als anticrash schreib mal lieber so:
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = 30000;
}
Das ist aber SelfKill und Mcmy meint glaube ich Visueles DIG oda so xD
Naja anstat VirtualJump Addy runter zusetzten...
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Nene das ich habe ich durch zufall erfunden und das klappt habs selber paar mal getesten geht ganz normal ohne crash.
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03/14/2011, 22:18
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#2646
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AHHHHHA also bei mir geht selfkill so :
Code:
void selfkill()
{
if(GetAsyncKeyState (VK_NUMPAD0) &1 )
{
*(float*)OFS_Z = -99999999999;
}
}
9999999999.... weil ich habe nfd -500000 ok?
Außerdem muss du nen hotkey einfügen weil wenn du nen raum betrits bist du tot und das bestimmt dooof oder?
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03/14/2011, 22:55
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#2647
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Mach das "-" weg...dann gibt es keine Laggs..aber dennoch funktioniert es
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03/15/2011, 09:21
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#2648
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Wiso ich will du auf den boden schlage damit ich tot bin oder?
Geht schneller
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03/15/2011, 09:27
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#2649
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Posts: 127
Received Thanks: 25
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Wie mache ich es das nur Die Wände durchsichtig werden ?
Ich habe mir nen code ausgedacht der funtioniert auch bring aber nicht das gewünschte ergebniss D:
Code:
void Walloff()
{
if(GetAsyncKeyState (VK_F7) &1)
{
*(float*)GlassWalls = 0;
}
}
und das ganze mit F8 an un d mit dem Wert 4 dan eben ...
aber mir wird alles ausgeblended selbst meine waffe und mein crsshair .....
bitte helft mir....
Kriegt auch thx ^^
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03/15/2011, 12:38
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#2650
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elite*gold: 900
Join Date: Apr 2009
Posts: 14,981
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Quote:
Originally Posted by wumpel97
Wie mache ich es das nur Die Wände durchsichtig werden ?
Ich habe mir nen code ausgedacht der funtioniert auch bring aber nicht das gewünschte ergebniss D:
Code:
void Walloff()
{
if(GetAsyncKeyState (VK_F7) &1)
{
*(float*)GlassWalls = 0;
}
}
und das ganze mit F8 an un d mit dem Wert 4 dan eben ...
aber mir wird alles ausgeblended selbst meine waffe und mein crsshair .....
bitte helft mir....
Kriegt auch thx ^^
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Code:
void GW(){ if(GetAsyncKeyState(VK_F7) &1){ *(float*)ADDR_GLASSWALLS = 4; } }
Value ist 4
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03/15/2011, 14:24
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#2651
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elite*gold: 70
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Received Thanks: 520
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Quote:
Originally Posted by wumpel97
AHHHHHA also bei mir geht selfkill so :
Code:
void selfkill()
{
if(GetAsyncKeyState (VK_NUMPAD0) &1 )
{
*(float*)OFS_Z = -99999999999;
}
}
9999999999.... weil ich habe nfd -500000 ok?
Außerdem muss du nen hotkey einfügen weil wenn du nen raum betrits bist du tot und das bestimmt dooof oder?
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Wir reden von Menü Hacks und keine NoMenüs ^^
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03/15/2011, 18:13
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#2652
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elite*gold: 151
Join Date: Feb 2011
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========================
.Nothing Code Sammlung
========================
Code:
//// UserFind ////
if(CH_userfind==1)
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayerA = pBase->player[1];
CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
if(pPlayerA && pInfoA)
{
if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
{
pBase->local->pos1 = pPlayerA->pos1;
pBase->local->pos2 = pPlayerA->pos2;
pBase->local->pos3 = pPlayerA->pos3;
}
}
}
}
if(CH_userfind==2)
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayerA = pBase->player[2];
CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
if(pPlayerA && pInfoA)
{
if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
{
pBase->local->pos1 = pPlayerA->pos1;
pBase->local->pos2 = pPlayerA->pos2;
pBase->local->pos3 = pPlayerA->pos3;
}
}
}
}
if(CH_userfind==3)
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayerA = pBase->player[3];
CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
if(pPlayerA && pInfoA)
{
if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
{
pBase->local->pos1 = pPlayerA->pos1;
pBase->local->pos2 = pPlayerA->pos2;
pBase->local->pos3 = pPlayerA->pos3;
}
}
}
}
if(CH_userfind==4)
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayerA = pBase->player[4];
CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
if(pPlayerA && pInfoA)
{
if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
{
pBase->local->pos1 = pPlayerA->pos1;
pBase->local->pos2 = pPlayerA->pos2;
pBase->local->pos3 = pPlayerA->pos3;
}
}
}
}
///////////////////
//// HawkMode ////
if (Hawkmode==1)
{
*(int*)ADR_HAWKMODE = 1073741824;
}
//////////////////////
//// SVP ////
if(SVP==1)
{
for(int i=0;i<32;i++)
{
CPlayer* pPlayerA = g_pBase->player[i];
pPlayerA->x=(i*50);
pPlayerA->y=0;
pPlayerA->z=0;
}
}
///////////////////////
//// WUB ////
if (CH_wub==1)
{
if (GetAsyncKeyState(W) &1)
{
*(float*)(dwPlayerPtr+OFS_Z) = (*(float*)(dwPlayerPtr+OFS_Z) -10);
}
}
///////////////////////////////////////
//// WTW ////
if(CH_WTW==1)
{
if (GetAsyncKeyState(S) &1)
{
*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) +2);
}
if (GetAsyncKeyState(W) &1)
{
*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) -2);
}
if (GetAsyncKeyState(D) &1)
{
*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) +2);
}
if (GetAsyncKeyState(A) &1)
{
*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) -2);
}
}
///////////////////////////////////////////
//// unl.Ammo ////
if(CH_umlAmmo==1)
{
*(int*)(ADR_unlammo) = 0;
}
////////////////////
//// PlayerOPK //
if (CH_OPK == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPointer = *(DWORD*)ADR_SERVERPOINTER;
if (dwPlayerPtr != 0 && dwServerPointer != 0)
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayerA = g_pBase->player[i];
*(float*)(dwPlayerPtr+OFS_Y) = 0;
*(float*)(dwPlayerPtr+OFS_X) = 0;
*(float*)(dwPlayerPtr+OFS_Z) = 0;
pPlayerA->x=0;
pPlayerA->y=0;
pPlayerA->z=0;
}
}
//////////////////////////
// Teleport Instant //
if (CH_instant==1)
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
//////////////////////
// Teleport //
if(CH_TELEPORT == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
if (GetAsyncKeyState(VK_F2))
{
posiX = *(float*)(dwPlayerPtr + OFS_X);
posiY = *(float*)(dwPlayerPtr + OFS_Y);
posiZ = *(float*)(dwPlayerPtr + OFS_Z);
}
}
}
if(CH_TELEPORT1 == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
if (GetAsyncKeyState(VK_F3))
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
}
}
//////////////////////
// Telekill //
if(CH_telekill==1)
{
DWORD dwPlayerPointer = *(DWORD*)(ADR_PLAYERPOINTER);
if(dwPlayerPointer != 0)
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayerA = pBase->player[i];
CPlayerInfo *pLocalInfoA = (CPlayerInfo*)((DWORD)(ADR_BASEPOINTER) + (pBase->local->index * ADR_STRUCTSIZE));
CPlayerInfo *pInfoA = (CPlayerInfo*) ((DWORD)(ADR_BASEPOINTER ) + (i*ADR_STRUCTSIZE));
if(pPlayerA && pInfoA)
{
if(pInfoA->team != pLocalInfoA->team && pInfoA->health > 0)
{
pBase->local->pos1 = pPlayerA->pos1;
pBase->local->pos2 = pPlayerA->pos2;
pBase->local->pos3 = pPlayerA->pos3;
}
}
}
}
}
//////////////////////
// NoRecoil //
if(CH_RECOIL == 1)
{
*(float*)(dwPlayerPtr + OFS_NORECOIL1 ) = 0;
*(float*)(dwPlayerPtr + OFS_NORECOIL2 ) = 0;
*(float*)(dwPlayerPtr + OFS_NORECOIL3 ) = 0;
}
//////////////////////
// Superjump //
if(GetAsyncKeyState(VK_CONTROL)&1)
{
if(CH_SJ == 1)
{
*(float*)(dwPlayerPtr + OFS_Z) = 500;
}
if(CH_SJ == 2)
{
*(float*)(dwPlayerPtr + OFS_Z) = 1000;
}
if(CH_SJ == 3)
{
*(float*)(dwPlayerPtr + OFS_Z) = 1500;
}
if(CH_SJ == 4)
{
*(float*)(dwPlayerPtr + OFS_Z) = 2000;
}
if(CH_SJ == 5)
{
*(float*)(dwPlayerPtr + OFS_Z) = 2500;
}
}
//////////////////////
// NoFallDamage //
if(CH_NFD == 1)
{
*(float*)(dwPlayerPtr+OFS_NFD) = -50000;
}
//////////////////////
// NoSpread //
if (CH_NoSpread==1)
{
*(float*)(ADR_NOSPREAD) = 0;
}
//////////////////////
// NoSpawnWait //
if (CH_Spawn==1){
if (*(int*)(ADR_NOSPAWNWAIT1) > 1){
*(int*)(ADR_NOSPAWNWAIT1) = 0;}
if (*(int*)(ADR_NOSPAWNWAIT2) > 1){
*(int*)(ADR_NOSPAWNWAIT2) = 0;}
if (*(int*)(ADR_NOSPAWNWAIT3) > 1){
*(int*)(ADR_NOSPAWNWAIT3) = 0;}
}
//////////////////////
// Fast All //
if (CH_Fast==1){
*(float*)ADR_FASTREPAIR = 10.0f;
*(float*)ADR_FASTHEALTH = 5.0f;
*(float*)ADR_FASTFLAG = 10.0f;
*(float*)ADR_FASTAMMO = 5.0f;
}
//////////////////////
// Speed //
*(float*)ADR_SPEED = 96.0f;
}
if (CH_Speed==1)
{
*(float*)ADR_SPEED = 150.0f;
}
if (CH_Speed==2)
{
*(float*)ADR_SPEED = 200.0f;
}
if (CH_Speed==3)
{
*(float*)ADR_SPEED = 250.0f;
}
if (CH_Speed==4)
{
*(float*)ADR_SPEED = 300.0f;
}
if (CH_Speed==5)
{
*(float*)ADR_SPEED = 400.0f;
}
if (CH_Speed==6)
{
*(float*)ADR_SPEED = 500.0f;
}
if (CH_Speed==7)
{
*(float*)ADR_SPEED = 600.0f;
}
if (CH_Speed==8)
{
*(float*)ADR_SPEED = 700.0f;
}
if (CH_Speed==9)
{
*(float*)ADR_SPEED = 800.0f;
}
//////////////////////
}
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwServerPtr != 0){
// Slots //
if(CH_SLOT5 == 1)
{
*(long*)(dwServerPtr + OFS_5SLOT ) = 1;
}
if(CH_SLOT6 == 1)
{
*(long*)(dwServerPtr + OFS_6SLOT ) = 1;
}
if(CH_SLOT7 == 1)
{
*(long*)(dwServerPtr + OFS_7SLOT ) = 1;
}
if(CH_SLOT8 == 1)
{
*(long*)(dwServerPtr + OFS_8SLOT ) = 1;
}
}
//////////////////////
=======================
Struct für OPK und Telekill
=======================
Code:
#ifndef _CSTRUCT_H_
#define _CSTRUCT_H_
struct vectorA
{
float x,z,y;
};//0x00C
struct CPlayer
{
char unknown0[50308]; //0x0000
BYTE index; //0xC484
char unknown50309[39]; //0xC485
BYTE status; //0xC4AC
char unknown50349[15651]; //0xC4AD
WORD weapon; //0x101D0
char unknown66002[258]; //0x101D2
float pos1; //0x102D4
float pos2; //0x102D8
float pos3; //0x102DC
char unk_char0[24]; //0x0000
float x; //0x102D0 + 4
float z; //0x102D4 + 4
float y; //0x102D8 + 4
};//Size=0x102E0(66272)
struct CBase
{
CPlayer* local; //0x0000
char unknown4[72]; //0x0004
CPlayer** player; //0x004C
char unknown80[48]; //0x0050
};//Size=0x0080(128)
struct CPlayerInfo
{
char unknown0[1724]; //0x0000
__int32 ping; //0x06BC
char unknown1728[20]; //0x06C0
char ip[16]; //0x06D4
char unknown1764[136]; //0x06E4
__int32 exp; //0x076C
char unknown1904[596]; //0x0770
char name[20]; //0x09C4
char unknown2520[4500]; //0x09D8
__int32 points; //0x1B6C
char unknown7024[16]; //0x1B70
__int32 kills; //0x1B80
__int32 deaths; //0x1B84
char unknown7048[12]; //0x1B88
__int32 health; //0x1B94
char unknown7064[312]; //0x1B98
BYTE team; //0x1CD0
};
struct CLocal
{
char unknown0[32]; //0x0000
vectorA pos; //0x0020
char unknown44[36]; //0x002C
float pitch; //0x0050
float yaw; //0x0054
char unknown88[16]; //0x0058
float down; //0x0068
float up; //0x006C
float fovx; //0x0070
float fovy; //0x0074
};//Size=0x0078(120)
#endif
CBase *pBase = (CBase*)(DWORD)(ADR_PLAYERPOINTER);
INT xNum = 0;
CBase* g_pBase = (CBase*)(ADR_PLAYERPOINTER);
=======================
Addys [15.03.2011]
=======================
Code:
//** Pointer **//
#define ADR_SERVERPOINTER 0x00ABCE28
#define ADR_PLAYERPOINTER 0x00BC2248
#define ADR_BASEPOINTER 0x00AF7420
#define ADR_STRUCTSIZE 0x00001CE8
//** Adressen **//
#define ADR_HAWKMODE 0x008E41D0
#define ADR_SPEED 0x008F1F5C
#define ADR_NOSPAWNWAIT1 0x00A76CB0
#define ADR_NOSPAWNWAIT2 0x00A76CB4
#define ADR_NOSPAWNWAIT3 0x00A76CB8
#define ADR_FASTAMMO 0x00A46D34
#define ADR_FASTHEALTH 0x00A46D3C
#define ADR_FASTFLAG 0x00A46D40
#define ADR_FASTREPAIR 0x00A46D38
#define ADR_NOSPREAD 0x00A43888
#define ADR_unlammo 0x00A7B2B8
//** Offsets **//
#define OFS_NFD 0x00103A8
#define OFS_X 0x00102D4
#define OFS_Y 0x00102DC
#define OFS_Z 0x00102D8
#define OFS_NORECOIL1 0x0001C
#define OFS_NORECOIL2 0x00020
#define OFS_NORECOIL3 0x00024
#define OFS_5SLOT 0x001021A4
#define OFS_6SLOT 0x1021A5
#define OFS_7SLOT 0x1021A6
#define OFS_8SLOT 0x1021A7
///----------------------------------------------///
#define A 0x41
#define W 0x57
#define S 0x53
#define D 0x44
Viel Spaß damit 
Ich werde ab nun aufhören zu coden, zumindest Hacks für kiddys^^
Wer meine Base mit allen Funktionen haben möchte, der melde sich bei mir!
mfg
edit : wünsche euch allen ein happy leeching^^
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03/15/2011, 18:36
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#2653
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elite*gold: 6
Join Date: Mar 2010
Posts: 1,184
Received Thanks: 834
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alter Nothing mach des raus !
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03/15/2011, 19:23
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#2654
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elite*gold: 0
Join Date: Jan 2011
Posts: 767
Received Thanks: 1,526
|
Quote:
Originally Posted by Neqqa™
alter Nothing mach des raus !
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xDDD Das sind Public sources o,O
Was gehtn ab?^^
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03/15/2011, 19:48
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#2655
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elite*gold: 151
Join Date: Feb 2011
Posts: 3,746
Received Thanks: 1,335
|
Quote:
Originally Posted by *Luzifer*
xDDD Das sind Public sources o,O
Was gehtn ab?^^
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Naja,
WUB, WTW, Userfind & Teleport Instant sind meine Kreationen^^
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Hab mich heute mal rangesetzt, und einen kleinen Manager für
Code-Snippets(Code-Fetzen) gecodet, da ich alles sortiert
in einer Anwendung wollte.
Da es sicherlich jemand nützlich finden wird, lad ich es hier mal hoch.
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