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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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Old 04/06/2011, 20:52   #3046
 
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FAIL.
man kann keine classes / typenames als parameter passen, dazu wurde das template erfunden.

@nikm.. das geht schon mit void*, es heißt lediglich nicht spezialisierter typ. beim funktionsaufruf muss dann das parameter gecastet werden.
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Old 04/07/2011, 16:09   #3047
 
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bitte, bitte, bitte verschon mich mit deinen dummheiten.
MAN KANN KEINE CLASSES/TYPENAMES ALS PARAMETER WEITERGEBEN.

Verstanden?

Afk erhängen eh, schlimm ist das. Jemals C++ gekonnt?

Edit: Wie er dein Fail-Post deleted hat. Hahahaha. Awesome.
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Old 04/07/2011, 18:05   #3048
 
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Quote:
Originally Posted by r a z e r _ View Post
bitte, bitte, bitte verschon mich mit deinen dummheiten.
MAN KANN KEINE CLASSES/TYPENAMES ALS PARAMETER WEITERGEBEN.

Verstanden?

Afk erhängen eh, schlimm ist das. Jemals C++ gekonnt?

Edit: Wie er dein Fail-Post deleted hat. Hahahaha. Awesome.
xDDDDDDD


antispämchen:
SuperNoSpread 0x98EE10

*(double*)SuperNoSpread =0;
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Old 04/07/2011, 18:18   #3049
 
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Fabi da hastn Fehler
Code:
(*double*)SuperNoSpread =0;
richtig:
Code:
*(double*)SuperNoSpread = 0;
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Old 04/07/2011, 18:24   #3050
 
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Quote:
Originally Posted by •~•Pr0Sk1ll•~• View Post
Fabi da hastn Fehler
Code:
(*double*)SuperNoSpread =0;
richtig:
Code:
*(double*)SuperNoSpread = 0;
jo grad gemerckt hab heute keine zeit projektwoche(suckzZ)
naja egal bin mal weiter an meinem kack arbeiten ._.
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Old 04/08/2011, 15:36   #3051
 
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On

if (SuperNoSpread_Mem)
{
*(DOUBLE*)(ADR_MEM_SUPERNOSPREAD) = 0;
SuperNoSpreadMem.Patch();
}
else
{
SuperNoSpreadMem.Restore();
}


SuperNoSpreadMem --> Patch Class (mem)
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Old 04/08/2011, 15:54   #3052
 
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Quote:
Originally Posted by CyberRazzor View Post
On

if (SuperNoSpread_Mem)
{
*(DOUBLE*)(ADR_MEM_SUPERNOSPREAD) = 0;

SuperNoSpreadMem.Patch();
}
else
{
SuperNoSpreadMem.Restore();
}

SuperNoSpreadMem --> Patch Class (mem)
rot = unnötig
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Old 04/08/2011, 16:10   #3053
 
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Wayne?

switch (SuperNoSpread)
{
case 0:SuperNoSpread.Restore();break;
case 1:SuperNoSpread.Patch();break;
}
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Old 04/08/2011, 16:22   #3054
 
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Quote:
Originally Posted by CyberRazzor View Post
Wayne?

switch (SuperNoSpread)
{
case 0:SuperNoSpread.Restore();break;
case 1:SuperNoSpread.Patch();break;
}
Wayne? ( bzw Rot = Ein wenig Paradox )

Code:
SuperNoSpread_Mem ? SuperNoSpread.Patch() : SuperNoSpread.Restore();
So würde ich es machen
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Old 04/08/2011, 16:33   #3055
 
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switch (SuperNoSpread)
{
case 0:SuperNoSpreadMem.Restore();break;
case 1:SuperNoSpreadMem.Patch();break;
}
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Old 04/08/2011, 16:36   #3056
 
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Wie auch immer man es deklariert.
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Old 04/08/2011, 17:39   #3057
 
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lol. your discussion is kinda pointless... the only difference i do see in what you posted is what it would be translated into asm.

yazzns boolean check with a conditional operator is the way i would do it aswell as it is the shortest way to code it. 1 line & youre done.

op_check ? op_true : op_false;

but you need to remember that c++ just reads this the same way as it would do with the following two things:

if( (bool)op_check == true )
op_true;
else
op_false;

2nd way would be (remember op_check is not being casted to boolean here)

switch( op_check )
{
case 1: op_true; //or case true, if you convert it to boolean
default: op_false;
}

setting a breakpoint is btw quite useless. jumping around in memory is not the best way by far.
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Old 04/08/2011, 17:50   #3058
 
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welcome back r a z e r _? XD
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Old 04/08/2011, 17:52   #3059
 
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Quote:
Originally Posted by Yazzn˜ View Post
welcome back r a z e r _? XD
too conspicuous? damnit.
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Old 04/08/2011, 18:06   #3060
 
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Hey ich hab nen Code der nich Funktionieren will:
Quote:
void AllSlot ();
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(int*)(dwPlayerPtr + OFS_SLOT5)= 1;
*(int*)(dwPlayerPtr + OFS_SLOT6)= 1;
*(int*)(dwPlayerPtr + OFS_SLOT7)= 1;
*(int*)(dwPlayerPtr + OFS_SLOT8)= 1;
}
}
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