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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 06/05/2011, 08:24   #3736
 
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Quote:
Originally Posted by .PrAyEr™ View Post
bitte hört hier rum zu spammen !
lies euch die tread regeln durch

hier ein no recoil
Code:
if (CH_NoRecoil)
		{
			*(float*)(dwPlayer+OFS_NORECOIL1) = 0;
			*(float*)(dwPlayer+OFS_NORECOIL2) = 0;
			*(float*)(dwPlayer+OFS_NORECOIL3) = 0;
		}
lies dir die tread regeln durch

Die ganzen Codes wurden schon öfters gepostet und sind auf der 1. seite.
Stop Spam!!!
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Old 06/05/2011, 11:05   #3737
 
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Wie mache ich ein Menü hack also wo muss ich in c++ gehen
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Old 06/05/2011, 12:12   #3738
 
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Quote:
Originally Posted by DashWar View Post
es liegt eh an irgend einer source!
Also denkst du das eine source die ursache vom crashen ist?


hilft da keine neue detour?
oder irgendwas was das crashen vermeiden könnte?!
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Old 06/05/2011, 12:53   #3739
 
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Kingskill ich glaube ich weiss was dein Problem ist, das Hatte ich früher auchmal Schick mir ne PN Dann erklär ich dir Alles weil es sollte Nicht Public werden..
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Old 06/05/2011, 12:55   #3740
 
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kingskill maybe you have ASM functions without ByPass or one
of your sources is fail
Prayer STOP Fcking SPAMMING! Nobody need this sources they are @ 1 page
Defuseanywhere Addy has 4 Bytes more than Plant

little Source:
Code:
void PHack(float Addy,float value,int Key,long asd)
{
if(GetAsyncKeyState(Key)asd)
{
*(float*)(Addy)=value;
}}

Usage:

PHack(ADR_PLP + OFS_Z,1500,VK_CONTROL,&1);
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Old 06/05/2011, 14:00   #3741
 
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Quote:
1>fatal error C1900: Inkompatibilität zwischen "P1", Version "20081201", und "P2", Version "20070207"
Weiss einer was das heissen mag?
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Old 06/05/2011, 16:20   #3742
 
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You're using a different version of C++
btw i got this error when i wanted to open VB File in VC++ File
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Old 06/05/2011, 19:56   #3743
 
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Weiß einer von euch wieso bei mir ihm Hack mein Chams nicht geht? würde mich echt freuen auf Hilfe

PHP Code:
//    if(Chams == 1)
//    {
//        if(Color1==1)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(1,RED);  // RED
//        }
//
//        if(Color1==2)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLUE); // BLUE
//        }
//
//        if(Color1==3)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,GREEN); // GREEN
//        }
//
//        if(Color1==4)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,WHITE); // WHITE
//        }
//
//        if(Color1==5)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLACK); // BLACK
//        }
//
//        if(Color1==6)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,YELLOW); // YELLOW
//        }
//
//        if(Color1==1)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,RED); // RED
//        }
//
//        if(Color1==2)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLUE); // BLUE
//        }
//
//        if(Color1==3)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,GREEN); // GREEN
//        }
//
//        if(Color1==4)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,WHITE); // WHITE
//        }
//
//        if(Color1==5)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLACK); // BLACK
//        }
//
//        if(Color1==6)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,YELLOW); // YELLOW
//        }
//    }

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Old 06/05/2011, 21:00   #3744
 
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Ich brauche eine Base.
Währe nett wenn jemand einen Posten kann
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Old 06/05/2011, 23:12   #3745
 
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ih abe eine aktuelle base und sie geht auch aber die funktionen gehen nicht kann wer helfen? derh ack startet auch aber wenn ich z.b norecoil an mache funktz das nicht kannwer helfen?
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Old 06/06/2011, 08:23   #3746
 
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Quote:
Originally Posted by FreeZoNe™ View Post
Weiß einer von euch wieso bei mir ihm Hack mein Chams nicht geht? würde mich echt freuen auf Hilfe

PHP Code:
//    if(Chams == 1)
//    {
//        if(Color1==1)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(1,RED);  // RED
//        }
//
//        if(Color1==2)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLUE); // BLUE
//        }
//
//        if(Color1==3)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,GREEN); // GREEN
//        }
//
//        if(Color1==4)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,WHITE); // WHITE
//        }
//
//        if(Color1==5)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLACK); // BLACK
//        }
//
//        if(Color1==6)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,YELLOW); // YELLOW
//        }
//
//        if(Color1==1)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,RED); // RED
//        }
//
//        if(Color1==2)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLUE); // BLUE
//        }
//
//        if(Color1==3)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,GREEN); // GREEN
//        }
//
//        if(Color1==4)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,WHITE); // WHITE
//        }
//
//        if(Color1==5)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLACK); // BLACK
//        }
//
//        if(Color1==6)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,YELLOW); // YELLOW
//        }
//    }

Ich lese nur "if"s, kein einziges else ...
btw:
if (Bedingung)
{tue
Anweisung 1;
Anweisung 2;
...;
ende}
else
{tue
Anweisung 01;
Anweisung 02;
...;
ende}
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Old 06/06/2011, 08:42   #3747

 
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Quote:
Originally Posted by FreeZoNe™ View Post
Weiß einer von euch wieso bei mir ihm Hack mein Chams nicht geht? würde mich echt freuen auf Hilfe

PHP Code:
//    if(Chams == 1)
//    {
//        if(Color1==1)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(1,RED);  // RED
//        }
//
//        if(Color1==2)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLUE); // BLUE
//        }
//
//        if(Color1==3)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,GREEN); // GREEN
//        }
//
//        if(Color1==4)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,WHITE); // WHITE
//        }
//
//        if(Color1==5)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLACK); // BLACK
//        }
//
//        if(Color1==6)
//        if(m_Stride == 32)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,YELLOW); // YELLOW
//        }
//
//        if(Color1==1)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,RED); // RED
//        }
//
//        if(Color1==2)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLUE); // BLUE
//        }
//
//        if(Color1==3)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,GREEN); // GREEN
//        }
//
//        if(Color1==4)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,WHITE); // WHITE
//        }
//
//        if(Color1==5)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,BLACK); // BLACK
//        }
//
//        if(Color1==6)
//        if(m_Stride == 36)
//        {
//            pDevice->SetRenderState(D3DRS_ZENABLE,false);
//            pDevice->SetRenderState(D3DRS_LIGHTING,true);
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false);
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
//            pDevice->SetTexture(0,YELLOW); // YELLOW
//        }
//    }


Versuch es mal so Oo:

Code:
//        if(Color1==5)&&(m_stride==36)
//           { 
//            pDevice->SetRenderState(D3DRS_ZENABLE,false); 
//            pDevice->SetRenderState(D3DRS_LIGHTING,true); 
//            pDevice->SetRenderState(D3DRS_FOGENABLE,false); 
//            pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT); 
//            pDevice->SetTexture(0,BLACK); // BLACK 
//        }
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Old 06/06/2011, 08:59   #3748
 
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lol you made me laugh ^^
fking get the doublelashs away, they're commenting it out so the compiler doesn't even read it lmao
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Old 06/06/2011, 17:39   #3749
 
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1. i think he made the doublelashs
2. Not
if(color1==1)&&(bump)
This
if(color1==1&&...)
3. Dean did u made a Hackthread:

Code:
void HACKS_ROUTINE()
{
for(;;)
{
//Here your Hacks(voids) like this PlayerHacks();
Sleep(/*Sleep Value i use 10*/);
}}

and in your DllMain

Create a Thread (CreateThread) with HACK_ROUTINE(or howerver u called)
@ Nomad gratz to Mod :P
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Old 06/06/2011, 17:46   #3750
 
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Quote:
// if(Color1==5)&&(m_stride==36)
gehören die zsm? oder untereinander
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