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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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Geht so
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04/23/2011, 14:51
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#3256
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Join Date: Aug 2010
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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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04/23/2011, 15:17
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#3257
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Join Date: Apr 2011
Posts: 245
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Quote:
Originally Posted by NikM
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
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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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04/23/2011, 16:34
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#3258
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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Quote:
Originally Posted by SubZerom™
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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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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04/24/2011, 18:17
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#3259
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elite*gold: 2
Join Date: Jun 2010
Posts: 180
Received Thanks: 45
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Kann mir jemand einen Source für Quick Plant / Quick Defuse geben ...wäre sehr dankbar =)
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04/24/2011, 18:31
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#3260
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elite*gold: 0
Join Date: Apr 2011
Posts: 245
Received Thanks: 131
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Quote:
Originally Posted by xl31tw0lfx
Kann mir jemand einen Source für Quick Plant / Quick Defuse geben ...wäre sehr dankbar =)
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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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04/24/2011, 18:33
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#3261
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elite*gold: 2
Join Date: Jun 2010
Posts: 180
Received Thanks: 45
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Quote:
Originally Posted by SubZerom™
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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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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04/24/2011, 18:38
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#3262
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elite*gold: 0
Join Date: Apr 2011
Posts: 245
Received Thanks: 131
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Quote:
Originally Posted by xl31tw0lfx
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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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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04/24/2011, 18:47
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#3263
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elite*gold: 1
Join Date: Nov 2008
Posts: 576
Received Thanks: 166
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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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04/24/2011, 18:54
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#3264
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elite*gold: 0
Join Date: Apr 2011
Posts: 245
Received Thanks: 131
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Quote:
Originally Posted by •~•Pr0Sk1ll•~•
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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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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04/24/2011, 18:57
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#3265
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elite*gold: 1
Join Date: Nov 2008
Posts: 576
Received Thanks: 166
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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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04/24/2011, 18:59
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#3266
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elite*gold: 0
Join Date: Apr 2011
Posts: 245
Received Thanks: 131
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Quote:
Originally Posted by •~•Pr0Sk1ll•~•
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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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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04/24/2011, 19:02
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#3267
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elite*gold: 1
Join Date: Nov 2008
Posts: 576
Received Thanks: 166
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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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04/24/2011, 19:12
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#3268
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elite*gold: 0
Join Date: Apr 2011
Posts: 245
Received Thanks: 131
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Quote:
Originally Posted by •~•Pr0Sk1ll•~•
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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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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04/24/2011, 19:14
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#3269
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elite*gold: 900
Join Date: Apr 2009
Posts: 14,981
Received Thanks: 11,403
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Wie sucht man Bytes?
wäre sehr dankbar, wenn sich jemand melden könnte.
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04/24/2011, 19:18
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#3270
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elite*gold: 0
Join Date: Apr 2011
Posts: 245
Received Thanks: 131
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Quote:
Originally Posted by .Fabbel
Wie sucht man Bytes?
wäre sehr dankbar, wenn sich jemand melden könnte.
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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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