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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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View Poll Results: Wie findet ihr diesen Thread
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Klasse!
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78 |
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Geht so
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17 |
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Sinnlos, braucht keiner
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33 |
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12/04/2010, 18:31
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#391
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elite*gold: 2
Join Date: Jun 2010
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man ich blick aber mit bypass nicht durch hat da jemand einen source??
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12/04/2010, 20:11
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#392
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Join Date: May 2010
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Quote:
Originally Posted by xl31tw0lfx
man ich blick aber mit bypass nicht durch hat da jemand einen source??
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Genau deswegen mag ich diesen Thread nicht, auch wenn es xxfabbelxx sicher nur gut gemeint hat ^^
Einen BP zu schreiben ist mehr Arbeit, als du dir vorstellen kannst, deswegen kommste nur gegen Bezahlung an sowas ran. Oder du beschäftigst dich intensivst mit C++, dann kannste sowas mit etwas Zeit und Verstand selber machen
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12/04/2010, 21:47
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#393
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elite*gold: 0
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removed!
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12/04/2010, 22:06
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#394
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ok warum postest du das?
nur mal so eine frage
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12/04/2010, 22:15
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#395
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
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Quote:
Originally Posted by Eragon5555
ok warum postest du das?
nur mal so eine frage
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er hasst yazzn 80% der leute können damit sowieso nix anfangen denke ich^^
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12/04/2010, 22:19
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#396
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elite*gold: 20
Join Date: Feb 2010
Posts: 1,125
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ja weil sie kein c++ können...
ich kanns ja nur halb^^
aber anfangen kann ich damit schon etwas ich brauch halt nur ein bisschen etwas wie detour und so. keine ahnung aber ich hab ja schon vieles...
mhh mal schauen ob ich einen c&p menu hack hinbekomme xD aber naja egal...
Edit:
fehlt da nich der addy teil?^^
also die addys als include oder eben das die da ganz normal da stehen?
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12/04/2010, 22:39
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#397
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Join Date: Jan 2010
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Wollte dir nur mal sagen dass der Thread sehr sinnvoll ist und dass du mir einige Fragen beantwortet hast  Vielen Dank!
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12/04/2010, 23:17
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#398
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elite*gold: 0
Join Date: Jun 2010
Posts: 638
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Warrock crasht sofort nach dem injecten...
liegts an meiner source?
der compilt das dann starte ich warrock dann ---->Crash
Code:
#include <windows.h>
#include <stdio.h>
//////////////////////
/////~~~Pointers~~~/////
#define ADR_PLAYERPOINTER 0x00D284E8
#define ADR_SERVERPOINTER 0x00C24B10
/////~~~Memory~~~/////
#define ADR_Speed 0x00A4B8D4
#define ADR_FORCEKICK 0x008E4D0E
#define ADR_FOGCOLOR1 0x00BB0BCC
#define ADR_FOGCOLOR2 0x00BB0BC8
#define ADR_FOGCOLOR3 0x00BB0BC4
#define ADR_WATERCOLOR1 0x00ACD2F4
#define ADR_WATERCOLOR2 0x00ACD2F0
#define ADR_WATERCOLOR3 0x00ACD2EC
#define ADR_FULLBRIGHT1 0x00BB0B84
#define ADR_FULLBRIGHT2 0x00BB0B80
#define ADR_FULLBRIGHT3 0x00BB0B7C
#define ADR_FARFOG 0x00BB0C30
#define ADR_NEARFOG 0x000BB0C2C
#define ADR_GLASSWALLS 0x000BB0B1C
#define ADR_SCOPESIZE 0x00BAA5E4
#define ADR_FASTAMMO 0x00ADECCC
#define ADR_FASTHEALTH 0x00ADECD4
#define ADR_FASTFLAG 0x00ADECD8
#define ADR_FASTREPAIR 0x00ADB818
/////~~~Offsets~~~/////
#define OFS_NOBOUNDS1 0xBD53F4
#define OFS_NOBOUNDS2 0xBD53F8
#define OFS_NOBOUNDS3 0xBD53F0
#define OFS_5SLOT 0x001021A4
#define OFS_6SLOT 0x001021A5
#define OFS_7SLOT 0x001021A6
#define OFS_8SLOT 0x001021A7
#define OFS_NFD 0x00103A4
#define OFS_X 0x00102D4
#define OFS_Y 0x00102DC
#define OFS_Z 0x00102D8
#define OFS_PREMIUM1 0x0057C
#define OFS_PREMIUM2 0x00580
#define OFS_LEVEL 0x0011A610
#define OFS_DINAR 0x0011A620
#define OFS_NORECOIL1 0x001C
#define OFS_NORECOIL2 0x0020
#define OFS_NORECOIL3 0x0024
/////~~~Px Items~~~/////
#define ADR_PX_SNIPER 0x00BAAD34
#define ADR_EXTRAAMMO1 0x00BAAD31
#define ADR_EXTRAAMMO2 0x00BAAD32
#define ADR_SPUP5 0x0042652E
#define ADR_SPUP10 0x00004278A7
float posiX;
float posiY;
float posiZ;
DWORD *ingame= (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame= (DWORD*)ADR_SERVERPOINTER;
void speedon0 ()
{
if(GetAsyncKeyState(VK_NUMPAD0) &1<< 0xF)
{
*(float*)(ADR_Speed) = 100.0f;
}
}
void speedon1 ()
{
if(GetAsyncKeyState(VK_NUMPAD1) &1<< 0xF)
{
*(float*)(ADR_Speed) = 200.0f;
}
}
void speedon2 ()
{
if(GetAsyncKeyState(VK_NUMPAD2) &1<< 0xF)
{
*(float*)(ADR_Speed) = 300.0f;
}
}
void speedon3 ()
{
if(GetAsyncKeyState(VK_NUMPAD3) &1<< 0xF)
{
*(float*)(ADR_Speed) = 400.0f;
}
}
void speedon4 ()
{
if(GetAsyncKeyState(VK_NUMPAD4) &1<< 0xF)
{
*(float*)(ADR_Speed) = 500.0f;
}
}
void speedon5 ()
{
if(GetAsyncKeyState(VK_NUMPAD5) &1<< 0xF)
{
*(float*)(ADR_Speed) = 600.0f;
}
}
void speedon6 ()
{
if(GetAsyncKeyState(VK_NUMPAD6) &1<< 0xF)
{
*(float*)(ADR_Speed) = 0.0f;
}
}
void FastAll ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)ADR_FASTREPAIR = 10.0f;
*(float*)ADR_FASTHEALTH = 5.0f;
*(float*)ADR_FASTFLAG = 10.0f;
*(float*)ADR_FASTAMMO = 5.0f;
}}
void Slots5 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_5SLOT) = 1;
}
}
void norecoil ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
}
}
void Slots6 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_6SLOT) = 1;
}
}
void Slots7 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_7SLOT) = 1;
}
}
void Slots8 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_8SLOT) = 1;
}
}
void Teleport ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
if (GetAsyncKeyState(VK_F11))
{
posiX = *(float*)(dwPlayerPtr + OFS_X);
posiY = *(float*)(dwPlayerPtr + OFS_Y);
posiZ = *(float*)(dwPlayerPtr + OFS_Z);
}
if (GetAsyncKeyState(VK_F12))
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
}
}
void NoBounds ()
{
*(int*)OFS_NOBOUNDS1 = 0;
*(int*)OFS_NOBOUNDS2 = 0;
}
void platinum ()
{
DWORD dwSrvrPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwSrvrPtr != 0)
{
*(long*)(dwSrvrPtr+OFS_PREMIUM1) = 4, 10;
{
*(float*)(dwSrvrPtr+OFS_PREMIUM2) = 1, 1;
}}}
void lowgravity ()
{
if (GetAsyncKeyState(VK_MENU))
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_Z) = 100.0f;
}
}
}
void fullbright ()
{
if(GetAsyncKeyState(VK_NUMPAD9) &1<< 0xF)
*(int*)(ADR_FULLBRIGHT1) = 1092779973;
*(int*)(ADR_FULLBRIGHT2) = 1092779973;
*(int*)(ADR_FULLBRIGHT3) = 1092779973;
}
void NFD ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = -20000;
}
}
void SuperJump ()
{
if(GetAsyncKeyState(VK_CONTROL)&1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_Z) = 1000;
}
}
}
void SniperPX ()
{
*(int*)(ADR_PX_SNIPER) = 0;
}
void Extrammo ()
{
*(int*)(ADR_EXTRAAMMO1) = 0;
*(int*)(ADR_EXTRAAMMO2) = 0;
}
void exit()
{
if(GetAsyncKeyState(VK_DELETE) &1<< 0xF)
{
ExitProcess(0);
}
}
void Hacks()
{
for(;;)
{
if(*ingame)
{
speedon0();
speedon1();
speedon2();
speedon3();
speedon4();
speedon5();
speedon6();
FastAll();
norecoil();
Teleport();
NoBounds();
lowgravity();
fullbright();
NFD();
SuperJump();
SniperPX();
Extrammo();
exit();
Sleep(0);
}
if(*outgame)
{
Slots5();
Slots6();
Slots7();
Slots8();
platinum();
}
}
Sleep(200);
}
BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
MessageBoxA(NULL, "Credits :Takado™ ", "Injection Succesfull", MB_OK);
MessageBoxA(NULL, "Teleport:Save F11,Port F12", "Injection Succesfull", MB_OK);
ShellExecuteA(NULL,"Open","http://www.**************/325750",NULL,NULL,1);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Hacks, 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}
Pls Help
Edit:
Könnte mir einer mal die Neusten Addy schicken?
Vllt liegts ja dadran
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12/05/2010, 09:08
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#399
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elite*gold: 20
Join Date: Feb 2010
Posts: 1,125
Received Thanks: 407
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mhhhh falsch is da glaub ich nicht viel, aber mach mal fast all raus bei manchen crasht des dann....
wenn fast all raus ist sollte es gehen
und die addys könnte mir die auch einer schicken wenns geht?^^ brauche welche (viele!)
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12/05/2010, 09:24
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#400
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elite*gold: 0
Join Date: Jun 2009
Posts: 2,794
Received Thanks: 1,131
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Ich weiss nicht was ihr habt, mein Hack funktioniert immernoch..
Habe gerade mal einen ZombieHack rausgebracht, der
nur wichtige Funktionen für ZombieMod beinhaltet
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12/05/2010, 09:47
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#401
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elite*gold: 2
Join Date: Jun 2010
Posts: 180
Received Thanks: 45
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habt ihr zufällig einen source für auto F danke =)
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12/05/2010, 10:04
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#402
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elite*gold: 2
Join Date: Jul 2009
Posts: 1,447
Received Thanks: 923
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PHP Code:
if(AutoF== 1)
{
AutoKey(0x46);
Toogle_KeyF=false;
}
else if(Toogle_KeyF==false)
{
keybd_event(0x46, 0, KEYEVENTF_KEYUP, 0);
Toogle_KeyF=true;
}
Credits: Yazzn.
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12/05/2010, 10:07
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#403
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elite*gold: 2
Join Date: Jun 2010
Posts: 180
Received Thanks: 45
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ja aber ich wollte es in einem nomenü und da zeigt der fehler an sei nicht defieniert
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12/05/2010, 10:31
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#404
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elite*gold: 6
Join Date: Nov 2010
Posts: 169
Received Thanks: 418
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@*fabirulez*: Bist du etwa neidisch?
@Topic:
Virtual Function Resolver [by Pheron]
Code:
template <typename C,typename VF >
DWORD* VirtualFuncResolver(C obj, VF fun)
{
DWORD ofs_vfun = (DWORD)(((*(DWORD***)((DWORD*)((DWORD)*(DWORD**)&fun + 0x8)))));
if(ofs_vfun>=0xA0000000)ofs_vfun = ofs_vfun & 0xFF;
DWORD adr_obj = (DWORD)(**(DWORD****)&obj);
DWORD* ENTRY = (DWORD*)(*(DWORD**)(adr_obj+ofs_vfun));
return ENTRY;
}
Usage:
Code:
pPresent = (oPresent) DetourCreate((PBYTE)VirtualFuncResolver(pDevice, &LPDIRECT3DDEVICE9::Present),(PBYTE)myPresent);
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12/05/2010, 10:32
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#405
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elite*gold: 1
Join Date: Jun 2010
Posts: 2,843
Received Thanks: 3,724
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Hat jemand einen Injector für WarRockJapan?
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