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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 04/23/2011, 14:51   #3256
 
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no one needs gravity x & z but who cares:

Code:
struct SPlayer
{ 
    char ch_unknown1 [50236]; //0x00
    float Recoil1; //0xC43C
    float Recoil2; //0xC440
    float Recoil3; //0xC444
    char ch_unknown2 [92]; //0xC448
    float Gravity_X; //0xC4A4
    float Gravity_Y; //0xC4A8
    float Gravity_Z: //0xC4AC
    char ch_unknown3 [15900]; //0xC4B0
    float FallDamage; //0x102CC
    char ch_unknown4 [20]; //0x102D0
    double xAxis; //0x102E4
    double yAxis; //0x102EC
    double zAxis; //0x102F4
};
Deins war falsch

Obwohl ich rechnes mal lieber nochmal nach
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Old 04/23/2011, 15:17   #3257
 
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Quote:
Originally Posted by NikM View Post
no one needs gravity x & z but who cares:

Code:
struct SPlayer
{ 
    char ch_unknown1 [50236]; //0x00
    float Recoil1; //0xC43C
    float Recoil2; //0xC440
    float Recoil3; //0xC444
    char ch_unknown2 [92]; //0xC448
    float Gravity_X; //0xC4A4
    float Gravity_Y; //0xC4A8
    float Gravity_Z: //0xC4AC
    char ch_unknown3 [15900]; //0xC4B0
    float FallDamage; //0x102CC
    char ch_unknown4 [20]; //0x102D0
    double xAxis; //0x102E4
    double yAxis; //0x102EC
    double zAxis; //0x102F4
};
Yours was wrong: D

Although I expect once again to dear: D
char = 4 units
float = 4 units

char ch_unknown2 [96];

x is 4 units smaller then y
char ch_unknown2 [95]; 1 char lower/4 units lower //will add 4 units
then come float x //will add 4 units
then come float y//will add 4 units
then come float z//will add 4 units

char ch_unknown3 [15902]; // 8 units already in float x and z more.
So subtract 8 units of that char // 8 units = 2 char

float gravityx; //0x00C4A4 will add +4
float gravityy; //0x00C4A8 will add +4
float gravityz; //0x00C4AC will add +4

float = 4 units

x= C4A4 +4 = C4A5,C4A6,C4A7,C4A8
y = C4A8 //then add again 4
C4A9,C4AA,C4AB,C4AC
z = C4AC
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Old 04/23/2011, 16:34   #3258
 
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Quote:
Originally Posted by SubZerom™ View Post
char = 4 units
float = 4 units

char ch_unknown2 [96];

x is 4 units smaller then y
char ch_unknown2 [95]; 1 char lower/4 units lower //will add 4 units
then come float x //will add 4 units
then come float y//will add 4 units
then come float z//will add 4 units

char ch_unknown3 [15902]; // 8 units already in float x and z more.
So subtract 8 units of that char // 8 units = 2 char

float gravityx; //0x00C4A4 will add +4
float gravityy; //0x00C4A8 will add +4
float gravityz; //0x00C4AC will add +4

float = 4 units

x= C4A4 +4 = C4A5,C4A6,C4A7,C4A8
y = C4A8 //then add again 4
C4A9,C4AA,C4AB,C4AC
z = C4AC
sizeof(char) = 1;

struct SPlayer
{
char ch_unknown1 [50236]; //0x00
D3DXVECTOR3 recoil; //0xC43C
char ch_unknown2 [92]; //0xC448
D3DXVECTOR3 gravity; //0xC4A4
char ch_unknown3 [15900]; //0xC4B0
float FallDamage; //0x102CC
char ch_unknown4 [20]; //0x102D0
double xAxis; //0x102E4
double yAxis; //0x102EC
double zAxis; //0x102F4
};

sizeof(D3DXVECTOR3) = 12;

contains float x,y,z;

so just SPlayer::recoil::x or SPlayer::gravity::x

you could also try to use vectors from
#include <vector>
to define those things.

vectorial math allows many nice features especially for the calculation.
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Old 04/24/2011, 18:17   #3259
 
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Kann mir jemand einen Source für Quick Plant / Quick Defuse geben ...wäre sehr dankbar =)
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Old 04/24/2011, 18:31   #3260
 
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Quote:
Originally Posted by xl31tw0lfx View Post
Kann mir jemand einen Source für Quick Plant / Quick Defuse geben ...wäre sehr dankbar =)
Can someone give me a source for quick Plant / Defuse would be quick ... very grateful =)


Omg?
I can give you the Source, but u need Addy and Bytes too :P
Maybe u go learn how to code ?
then u can make it
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Old 04/24/2011, 18:33   #3261
 
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Quote:
Originally Posted by SubZerom™ View Post
Can someone give me a source for quick Plant / Defuse would be quick ... very grateful =)


Omg?
I can give you the Source, but u need Addy and Bytes too :P
Maybe u go learn how to code ?
then u can make it
i know how to code a little bit and i know that i have to use addys ....but i´m interested in having this source code to learn a little bit more =)
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Old 04/24/2011, 18:38   #3262
 
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Quote:
Originally Posted by xl31tw0lfx View Post
i know how to code a little bit and i know that i have to use addys ....but i´m interested in having this source code to learn a little bit more =)
If u really want to learn it :
Here :
#define ADR_ASM_Plant 0x00528093
*Bytes,search self*
#define ADR_ASM_Defuse 0x00527499
*Bytes,search self*

void WriteAsm( void* pxAddress, BYTE *code, int size )
{
unsigned long Protection;
VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
memcpy((void*)pxAddress, (const void*)code, size);
VirtualProtect((void*)pxAddress, size, Protection, 0);
}

and

*<Search them self nubs>*

Now happy fun xD
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Old 04/24/2011, 18:47   #3263
 
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thx Sub i thought my BYTES are old
but they arent
now i know it
@leet
nobody will give u VIP SOURCES


//AimBot finished *___*

€:Sub u know that he dont have a bypass
no WriteASM without Bypass u should use memcpy or Patch


Need WeaponBinder Addies
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Old 04/24/2011, 18:54   #3264
 
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Quote:
Originally Posted by •~•Pr0Sk1ll•~• View Post
thx Sub i thought my BYTES are old
but they arent
now i know it
@leet
nobody will give u VIP SOURCES


//AimBot finished *___*

€:Sub u know that he dont have a bypass
no WriteASM without Bypass u should use memcpy or Patch


Need WeaponBinder Addies
U can't see right, or?

void WriteAsm( void* pxAddress, BYTE *code, int size )
{
unsigned long Protection;
VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
memcpy((void*)pxAddress, (const void*)code, size);
VirtualProtect((void*)pxAddress, size, Protection, 0);
}

it still will crash xD
But if u have skill (i don't think) u can do it with another methods^^

If he know C++ ,what he said, he can understand it o,O
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Old 04/24/2011, 18:57   #3265
 
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i dont know if i have skills i dont want to say it
cause im nota master of coding
but my memcpy's btw PatchSources dont crash fast the crash after few hours
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Old 04/24/2011, 18:59   #3266
 
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Quote:
Originally Posted by •~•Pr0Sk1ll•~• View Post
i dont know if i have skills i dont want to say it
cause im nota master of coding
but my memcpy's btw PatchSources dont crash fast the crash after few hours
U know QuickPlant is an ASM Adress?
U need to change Bytes ^^
Patch u no need, use OFF_Bytes xD Very easy to find...

can u show your source ?
i think it would crash before 10 mins.^^
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Old 04/24/2011, 19:02   #3267
 
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i could show u but i wont make it public
btw yeah i know but i want to know
if the BYTES change last update
andi know how to Find OFF Bytes u only need the Addy
and sure i know that is an ASM addy
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Old 04/24/2011, 19:12   #3268
 
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Quote:
Originally Posted by •~•Pr0Sk1ll•~• View Post
i could show u but i wont make it public
btw yeah i know but i want to know
if the BYTES change last update
andi know how to Find OFF Bytes u only need the Addy
and sure i know that is an ASM addy
I mean U need change BYTES of ASM Adress xD
send it over pm^^

To Search Bytes On or Off is easy....
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Old 04/24/2011, 19:14   #3269

 
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Wie sucht man Bytes?

wäre sehr dankbar, wenn sich jemand melden könnte.
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Old 04/24/2011, 19:18   #3270
 
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Quote:
Originally Posted by .Fabbel View Post
Wie sucht man Bytes?

wäre sehr dankbar, wenn sich jemand melden könnte.
How to search for bytes?

would be very grateful if someone could get in touch.

xDDD
On or Off Bytes?
Off bytes:
Go to the Addy click on Hex View and there your Bytes xD
On Bytes i don't say ^^
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