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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 04/22/2011, 20:34   #3241
 
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Da hast du auch mal wieder recht..
Code:
if (CH_ScopeSize == 1)	*(int*)ADR_ScopeSize = 0x41A00000;	//x 1,5
if (CH_ScopeSize == 2)	*(int*)ADR_ScopeSize = 0x41200000;	//x 2
if (CH_ScopeSize == 3)	*(int*)ADR_ScopeSize = 0x40E00000;	//x 2,5
if (CH_ScopeSize == 4)	*(int*)ADR_ScopeSize = 0x40400000;	//x 3
if (CH_ScopeSize == 5)	*(int*)ADR_ScopeSize = 0x40000000;	// Up
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Old 04/22/2011, 21:29   #3242
 
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TradeMark
des haste aus Anksel's VIP Base dies iwie pub
geworden mit allem da isses genausodrin und zwar kommentar auch
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Old 04/22/2011, 23:57   #3243
 
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Quote:
Originally Posted by Golfrau123 View Post
Hallo Leute,

ich habe ein Problem und zwar wenn ich meine Base debuggen will kommt die Fehler :









Hier wenn ihr Bilder nicht seht !








Bitte um schnelle Hilfe !
Wie wärs mal mit F7 drücken anstatt F5, oder einfach auf Abbrechen.
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Old 04/23/2011, 00:15   #3244
 
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Quote:
Originally Posted by _TradEmArk_™ View Post
Da hast du auch mal wieder recht..
Code:
if (CH_ScopeSize == 1)	*(int*)ADR_ScopeSize = 0x41A00000;	//x 1,5
if (CH_ScopeSize == 2)	*(int*)ADR_ScopeSize = 0x41200000;	//x 2
if (CH_ScopeSize == 3)	*(int*)ADR_ScopeSize = 0x40E00000;	//x 2,5
if (CH_ScopeSize == 4)	*(int*)ADR_ScopeSize = 0x40400000;	//x 3
if (CH_ScopeSize == 5)	*(int*)ADR_ScopeSize = 0x40000000;	// Up
declare:

#define ADR_SCOPESIZE 0x00

unsigned long val_scopesize[] = { 0x41A00000, 0x41200000, 0x40E00000, 0x40400000, 0x40000000 };
unsigned long* p_scopesize = (unsigned long*)ADR_SCOPESIZE;

usage:

if( CH_ScopeSize ) *p_scopesize = val_scopesize[CH_ScopeSize-1];

---

das spart einfach zeit beim tippen und man spart sich das ständige typecasting.
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Old 04/23/2011, 00:26   #3245
 
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Hey kann mir wer sagen wie man Pitch Yaw und Roll definiert also mit welchen Strucs?
Habe bisher:
Roll=Z
Yaw=Y
Pitch=X
richtig?
und welche rechen art sollte man benutzen?
das sind die dinge dich ich nicht kapiere
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Old 04/23/2011, 00:27   #3246
 
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Old 04/23/2011, 00:32   #3247
 
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Hey leute...
Meine Base wird immer von Xtrap erkannt oder das komplette Bild wird rot...
Kann mir da einer helfen?
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Old 04/23/2011, 00:32   #3248
 
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Quote:
Originally Posted by ~ r a z e r _ View Post
ALso
Yaw für Oben Unten
Pitch Links Rechts
Roll Grade aus
hmmm danke
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Old 04/23/2011, 00:35   #3249
 
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yaw = links/rechts
pitch = oben/unten
roll = die eigene rotation um die z achse
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Old 04/23/2011, 00:47   #3250
 
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Quote:
Originally Posted by ~ r a z e r _ View Post
yaw = links/rechts
pitch = oben/unten
roll = die eigene rotation um die z achse
aso jetzt check ich Danke
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Old 04/23/2011, 09:38   #3251
 
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o.O
bei warrock ist der roll aber relativ unnötig, man kann sich schließlich nicht um die Z-Achse drehen
oder irre ich mich da ?
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Old 04/23/2011, 09:56   #3252
 
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Hat jemand ne möglichst neue un d funktionierende Base für mich?

Gebe dann natürlich Credits an
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Old 04/23/2011, 10:54   #3253
 
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Quote:
Originally Posted by NikM View Post
o.O
bei warrock ist der roll aber relativ unnötig, man kann sich schließlich nicht um die Z-Achse drehen
oder irre ich mich da ?
vehicle yaw/pitch/roll gibts auch.
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Old 04/23/2011, 14:28   #3254
 
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Talking

For all nubcakes

Code:
struct SPlayer
{ 
    char ch_unknown1 [50236]; //0x00
    float Recoil1; //0xC43C
    float Recoil2; //0xC440
    float Recoil3; //0xC444
    char ch_unknown2 [96]; //0xC448
    float Gravity_Y; //0xC4A8
    char ch_unknown3 [15904]; //0xC4AC
    float FallDamage; //0x102CC
    char ch_unknown4 [20]; //0x102D0
    double xAxis; //0x102E4
    double yAxis; //0x102EC
    double zAxis; //0x102F4
};
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Old 04/23/2011, 14:46   #3255
 
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Quote:
Originally Posted by NikM View Post
For all nubcakes

Code:
struct SPlayer
{ 
    char ch_unknown1 [50236]; //0x00
    float Recoil1; //0xC43C
    float Recoil2; //0xC440
    float Recoil3; //0xC444
    char ch_unknown2 [96]; //0xC448
    float Gravity_Y; //0xC4A8
    char ch_unknown3 [15904]; //0xC4AC
    float FallDamage; //0x102CC
    char ch_unknown4 [20]; //0x102D0
    double xAxis; //0x102E4
    double yAxis; //0x102EC
    double zAxis; //0x102F4
};
float gravityx; //0x00C4A4
float gravityy; //0x00C4A8
float gravityz; //0x00C4AC

That all 3 ^^

so change :

char ch_unknown2 [95];
float gravityx; //0x00C4A4
float gravityy; //0x00C4A8
float gravityz; //0x00C4AC
char ch_unknown3 [15902];

Or it's wrong o,O?
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