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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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Klasse!
78
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17
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33
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06/22/2011, 07:56
#4066
elite*gold: 20
Join Date: Jun 2011
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Crasy der geht doch gut oder
?
xCyniu owned?
06/22/2011, 14:07
#4067
elite*gold: 0
Join Date: Jun 2011
Posts: 261
Received Thanks: 237
Das ist ein AimBot-Source.
06/22/2011, 17:08
#4068
elite*gold: 0
Join Date: Jun 2010
Posts: 213
Received Thanks: 34
hat wer aktuelle structs und opk source code?
06/22/2011, 17:25
#4069
elite*gold: 24
Join Date: May 2011
Posts: 446
Received Thanks: 540
Quote:
Originally Posted by
,_TradEmArk_˜
Alle spieler und du auf 1 Position
is doch Logisch..
//=====Player OPK=====
if (POPK ==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPointer = *(DWORD*)ADR_SERVERPOINTER;
if (dwPlayerPtr != 0 && dwServerPointer != 0)
for(int i = 0; i < 32; i++)
{
TPlayer* pPlayerA = g_pBase->player[i];
pPlayerA->x=0;
pPlayerA->y=0;
pPlayerA->z=0;
}
}
Am 19.06 Schonmal geposted
SuFu Nutzen :]
06/22/2011, 17:30
#4070
elite*gold: 0
Join Date: May 2011
Posts: 171
Received Thanks: 81
Code:
float MyDistance;
float MaxDist = 200.0f;
if(WarnESP)
{
CPlayer *pMe = pBase->player[i];
CPlayer *lMe = pBase->local;
CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
MyDistance = GetDistanceA(pBase->local, pBase->player[i]);
if(pInfo->team != pInfo->localinfo && MyDistance > MaxDist)
{
DrawTextC(400,500,"DANGER! ENEMY IS NEAR YOU!!!",RED,30);
}
}
HF
not tested
wenns falsch ist bitte sagen was und ich verbessers
GIVE CREDITS!
Wenn ich einen Hack sehe ohne Creditz istes leeching ich bin der erste der WarnESP gecodet hat
06/22/2011, 17:41
#4071
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
Quote:
Originally Posted by
R3d~F!st
Code:
float MyDistance;
float MaxDist = 200.0f;
if(WarnESP)
{
CPlayer *pMe = pBase->player[i];
CPlayer *lMe = pBase->local;
CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
MyDistance = GetDistanceA(pBase->local, pBase->player[i]);
if(pInfo->team != pInfo->localinfo && MyDistance > MaxDist)
{
DrawTextC(400,500,"DANGER! ENEMY IS NEAR YOU!!!",RED,30);
}
}
HF
not tested
wenns falsch ist bitte sagen was und ich verbessers
GIVE CREDITS!
Wenn ich einen Hack sehe ohne Creditz istes leeching ich bin der erste der WarnESP gecodet hat
Mach halt Aimbot umgekehrt und ein Warning, wenn ein Gegner auf dich zielt.
06/22/2011, 18:39
#4072
elite*gold: 0
Join Date: Apr 2011
Posts: 146
Received Thanks: 171
Quote:
Originally Posted by
__underScore
Mach halt Aimbot umgekehrt und ein Warning, wenn ein Gegner auf dich zielt.
^^
er hat es nur so gemacht das wenn einer dier 200.0f nahe ist die Warnung kommt ncihts mit zielen oder so.....
Naja acuh wenns simpel ist , hat ers trotzdem so zu sagen erfunden
06/22/2011, 18:53
#4073
elite*gold: 0
Join Date: May 2011
Posts: 171
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jop genau des was dash sagt :P
Nichts mit Zielen :P
06/22/2011, 19:04
#4074
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
Quote:
Originally Posted by
R3d~F!st
jop genau des was dash sagt :P
Nichts mit Zielen :P
das wäre aber besser
oder halt einfach ein radar coden, da kann man das noch besser einbauen... ist das gleiche prinzip, das auch ein einheitskreis hat...
06/22/2011, 19:06
#4075
elite*gold: 0
Join Date: May 2011
Posts: 171
Received Thanks: 81
naja ich bin mir net sicher ob des so gut workt
also mim zielen
wie will du rauskriegen ob der Gegner auf dich zielt o.0
06/22/2011, 19:21
#4076
elite*gold: 120
Join Date: Jun 2011
Posts: 29
Received Thanks: 34
as has been said razer aimbot backwards
06/22/2011, 19:26
#4077
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
Quote:
Originally Posted by
R3d~F!st
naja ich bin mir net sicher ob des so gut workt
also mim zielen
wie will du rauskriegen ob der Gegner auf dich zielt o.0
stell dir eine bounding box (2d) um den spieler herum vor; diese hat 4 ecken.
nun schaust du, ob das gegnerische fadenkreuz dort hinein zielt (aus seiner perspektive).
enemy yaw/pitch lassen sich zwar schwer reversen, hat man sie jedoch einmal sind sie leicht wiederzufinden
06/22/2011, 19:58
#4078
elite*gold: 50
Join Date: Feb 2011
Posts: 8,905
Received Thanks: 3,462
Wollte Aimbot einfügen weiß aber nicht ganz welche sourcen ich brauche habe mal gegooglet und das is mein ergebnis
Code:
#define STANDS 1
#define PRONES 2
#define MOVING 3
#define KNEES 4
#define RUNS 5
#define JUMPS 6
#define ROLLS 7
#define NOSTATE 8
#define PI_SQUARED2 9.869604401f
#define PI_SQUARED3 9.8696044010893586188344909998762f
#define PI_SQUARED 3.14159265f
#define PI 3.14159265f
int GetLocalPlayerIndex()
{
DWORD *dwServPtr = (DWORD*)ADR_SERVERPOINTER;
return *(int*)((*dwServPtr) + 0x160EC);
}
CPlayerInfo* GetPlayerInfoByIndex(int index)
{
if(index > 32) return NULL;
return (CPlayerInfo*)(ADR_NAMEBASE + (index * OFS_STRUCT_SIZE));
}
float GetDistanceA(CPlayer* Local, CPlayer* Player)
{
float angle[3];
angle[0] = Player->pos1 - Local->pos1;
angle[1] = Player->pos2 - Local->pos2;
angle[2] = Player->pos3 - Local->pos3;
return sqrt(angle[0]*angle[0] + angle[1]*angle[1] + angle[2]*angle[2]);
}
BYTE GetState(CPlayer* pPlayer)
{
BYTE status = pPlayer->state;
BYTE status2 = pPlayer->state2;
if(status == 0x47)
return STANDS;
if(status == 0x38 || status == 0x3b || status == 0x3b || status == 0x3e || status == 0x3c)
return PRONES;
if(status == 0x4b || status == 0x4a || status == 0x4c || status == 0x4d)
return MOVING;
if(status == 0x57 || status == 0x5d || status == 0x5c || status == 0x5e || status == 0x5f)
return KNEES;
if(status == 0x46)
return RUNS;
if(status == 0x54)
return JUMPS;
if(status == 0x25)
return ROLLS;
}
//D3D Methods
float PitchCorrection = 0.0f;
int GetNearestPlayer()
{
float Distance = 0.0f;
float minDistance = 10000000.0f;
int index;
int Local = GetLocalPlayerIndex();
for (int i = 0; i < 32; i++)
{
if (i != Local && GetPlayerInfoByIndex(i)->health > 0)
{
if (CH_Team)
{
if (GetPlayerInfoByIndex(Local)->team != GetPlayerInfoByIndex(i)->team)
{
Distance = GetDistanceA(pBase->local, pBase->player[i]);
if (Distance < minDistance)
{
minDistance = Distance;
index = i;
}
}
}
else
{
Distance = GetDistanceA(pBase->local, pBase->player[i]);
if (Distance < minDistance)
{
minDistance = Distance;
index = i;
}
}
}
}
return index;
}
float CalculateYaw(CPlayer* Local, CPlayer* Target)
{
float deltaX = Target->pos1 - Local->pos1;
float deltaY = Target->pos3 - Local->pos3;
float result;
//Calculate Yaw Aim in degrees
result = (float)((atan2(deltaY, deltaX) * 180 / PI) - 90);
return result;
}
float CalculatePitch(CPlayer* Local, CPlayer* Target)
{
float origZ = Target->pos2 /*- pLocal->pos2*/;
switch (GetState(Target))
{
case STANDS:
origZ += 26.5f;
PitchCorrection = 26.5f;
break;
case PRONES:
origZ += 0.0f;
PitchCorrection = 0.0f;
break;
case MOVING:
origZ += 27.5f;
PitchCorrection = 27.5f;
break;
case KNEES:
origZ += 19.1f;
PitchCorrection = 19.1f;
break;
case RUNS:
origZ += 26.3f;
PitchCorrection = 26.3f;
break;
case JUMPS:
origZ += 31.5f;
PitchCorrection = 31.5f;
break;
case ROLLS:
origZ += 18.1f;
PitchCorrection = 18.1f;
break;
default:
origZ += 26.5f;
PitchCorrection = 26.5f;
break;
}
bool valid = false;
float deltaX = Target->pos1 - pLocal->pos1;
float deltaY = Target->pos3 - pLocal->pos3;
float deltaZ = origZ - pLocal->pos2;
float result;
float hypotenuse = sqrt((deltaX * deltaX) + (deltaZ + deltaZ));
/*float hypotenuse = sqrt((deltaX * deltaX) + (deltaY * deltaY) + (deltaZ + deltaZ));*/
result = (asin(deltaZ / hypotenuse)) * 180 / PI;
result *= -1;
if (result > - 60 && result < 75)
{
valid = true;
return result;
}
return 0;
}
Code:
void Aimbot(void)
{
if (pBase->local)
{
for(int i = 0; i < 32; i++)
{
int NearestPlayer = GetNearestPlayer();
CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
CPlayerInfo *pLocalInfo = GetPlayerInfoByIndex(pBase->local->index);
if (CH_Aimbot)
{
CH_NoRecoil = 1;
if (CH_AimKey == 1 )
{
if (pLocal)
{
pLocal->yaw = CalculateYaw(pBase->local, pBase->player[NearestPlayer]);
pLocal->pitch = CalculatePitch(pBase->local, pBase->player[NearestPlayer]);
}
if (telekill)
{
pBase->local->pos1 = pBase->player[NearestPlayer]->pos1;
pBase->local->pos3 = pBase->player[NearestPlayer]->pos3;
pBase->local->pos2 = pBase->player[NearestPlayer]->pos2;
}
}
if (CH_AimKey == 2 )
{
if (GetAsyncKeyState(VK_LBUTTON))
{
if (pLocal)
{
pLocal->yaw = CalculateYaw(pBase->local, pBase->player[NearestPlayer]);
pLocal->pitch = CalculatePitch(pBase->local, pBase->player[NearestPlayer]);
}
if (telekill)
{
pBase->local->pos1 = pBase->player[NearestPlayer]->pos1;
pBase->local->pos3 = pBase->player[NearestPlayer]->pos3;
pBase->local->pos2 = pBase->player[NearestPlayer]->pos2;
}
}
}
if (CH_AimKey == 3 )
{
if (GetAsyncKeyState(VK_RBUTTON))
{
if (pLocal)
{
pLocal->yaw = CalculateYaw(pBase->local, pBase->player[NearestPlayer]);
pLocal->pitch = CalculatePitch(pBase->local, pBase->player[NearestPlayer]);
}
if (telekill)
{
pBase->local->pos1 = pBase->player[NearestPlayer]->pos1;
pBase->local->pos3 = pBase->player[NearestPlayer]->pos3;
pBase->local->pos2 = pBase->player[NearestPlayer]->pos2;
}
}
}
}}}}
06/22/2011, 20:36
#4079
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
Quote:
Originally Posted by
Icebeatzz™
...
Wird nicht funktionieren, da ist ein Fehler in der Berechnung. Die Achsen in WarRock sind verdreht...
06/22/2011, 20:42
#4080
elite*gold: 0
Join Date: Mar 2010
Posts: 191
Received Thanks: 26
Quote:
Originally Posted by
Icebeatzz™
Wollte Aimbot einfügen weiß aber nicht ganz welche sourcen ich brauche habe mal gegooglet und das is mein ergebnis
Code:
#define STANDS 1
#define PRONES 2
#define MOVING 3
#define KNEES 4
#define RUNS 5
#define JUMPS 6
#define ROLLS 7
#define NOSTATE 8
#define PI_SQUARED2 9.869604401f
#define PI_SQUARED3 9.8696044010893586188344909998762f
#define PI_SQUARED 3.14159265f
#define PI 3.14159265f
int GetLocalPlayerIndex()
{
DWORD *dwServPtr = (DWORD*)ADR_SERVERPOINTER;
return *(int*)((*dwServPtr) + 0x160EC);
}
CPlayerInfo* GetPlayerInfoByIndex(int index)
{
if(index > 32) return NULL;
return (CPlayerInfo*)(ADR_NAMEBASE + (index * OFS_STRUCT_SIZE));
}
float GetDistanceA(CPlayer* Local, CPlayer* Player)
{
float angle[3];
angle[0] = Player->pos1 - Local->pos1;
angle[1] = Player->pos2 - Local->pos2;
angle[2] = Player->pos3 - Local->pos3;
return sqrt(angle[0]*angle[0] + angle[1]*angle[1] + angle[2]*angle[2]);
}
BYTE GetState(CPlayer* pPlayer)
{
BYTE status = pPlayer->state;
BYTE status2 = pPlayer->state2;
if(status == 0x47)
return STANDS;
if(status == 0x38 || status == 0x3b || status == 0x3b || status == 0x3e || status == 0x3c)
return PRONES;
if(status == 0x4b || status == 0x4a || status == 0x4c || status == 0x4d)
return MOVING;
if(status == 0x57 || status == 0x5d || status == 0x5c || status == 0x5e || status == 0x5f)
return KNEES;
if(status == 0x46)
return RUNS;
if(status == 0x54)
return JUMPS;
if(status == 0x25)
return ROLLS;
}
//D3D Methods
float PitchCorrection = 0.0f;
int GetNearestPlayer()
{
float Distance = 0.0f;
float minDistance = 10000000.0f;
int index;
int Local = GetLocalPlayerIndex();
for (int i = 0; i < 32; i++)
{
if (i != Local && GetPlayerInfoByIndex(i)->health > 0)
{
if (CH_Team)
{
if (GetPlayerInfoByIndex(Local)->team != GetPlayerInfoByIndex(i)->team)
{
Distance = GetDistanceA(pBase->local, pBase->player[i]);
if (Distance < minDistance)
{
minDistance = Distance;
index = i;
}
}
}
else
{
Distance = GetDistanceA(pBase->local, pBase->player[i]);
if (Distance < minDistance)
{
minDistance = Distance;
index = i;
}
}
}
}
return index;
}
float CalculateYaw(CPlayer* Local, CPlayer* Target)
{
float deltaX = Target->pos1 - Local->pos1;
float deltaY = Target->pos3 - Local->pos3;
float result;
//Calculate Yaw Aim in degrees
result = (float)((atan2(deltaY, deltaX) * 180 / PI) - 90);
return result;
}
float CalculatePitch(CPlayer* Local, CPlayer* Target)
{
float origZ = Target->pos2 /*- pLocal->pos2*/;
switch (GetState(Target))
{
case STANDS:
origZ += 26.5f;
PitchCorrection = 26.5f;
break;
case PRONES:
origZ += 0.0f;
PitchCorrection = 0.0f;
break;
case MOVING:
origZ += 27.5f;
PitchCorrection = 27.5f;
break;
case KNEES:
origZ += 19.1f;
PitchCorrection = 19.1f;
break;
case RUNS:
origZ += 26.3f;
PitchCorrection = 26.3f;
break;
case JUMPS:
origZ += 31.5f;
PitchCorrection = 31.5f;
break;
case ROLLS:
origZ += 18.1f;
PitchCorrection = 18.1f;
break;
default:
origZ += 26.5f;
PitchCorrection = 26.5f;
break;
}
bool valid = false;
float deltaX = Target->pos1 - pLocal->pos1;
float deltaY = Target->pos3 - pLocal->pos3;
float deltaZ = origZ - pLocal->pos2;
float result;
float hypotenuse = sqrt((deltaX * deltaX) + (deltaZ + deltaZ));
/*float hypotenuse = sqrt((deltaX * deltaX) + (deltaY * deltaY) + (deltaZ + deltaZ));*/
result = (asin(deltaZ / hypotenuse)) * 180 / PI;
result *= -1;
if (result > - 60 && result < 75)
{
valid = true;
return result;
}
return 0;
}
Code:
void Aimbot(void)
{
if (pBase->local)
{
for(int i = 0; i < 32; i++)
{
int NearestPlayer = GetNearestPlayer();
CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
CPlayerInfo *pLocalInfo = GetPlayerInfoByIndex(pBase->local->index);
if (CH_Aimbot)
{
CH_NoRecoil = 1;
if (CH_AimKey == 1 )
{
if (pLocal)
{
pLocal->yaw = CalculateYaw(pBase->local, pBase->player[NearestPlayer]);
pLocal->pitch = CalculatePitch(pBase->local, pBase->player[NearestPlayer]);
}
if (telekill)
{
pBase->local->pos1 = pBase->player[NearestPlayer]->pos1;
pBase->local->pos3 = pBase->player[NearestPlayer]->pos3;
pBase->local->pos2 = pBase->player[NearestPlayer]->pos2;
}
}
if (CH_AimKey == 2 )
{
if (GetAsyncKeyState(VK_LBUTTON))
{
if (pLocal)
{
pLocal->yaw = CalculateYaw(pBase->local, pBase->player[NearestPlayer]);
pLocal->pitch = CalculatePitch(pBase->local, pBase->player[NearestPlayer]);
}
if (telekill)
{
pBase->local->pos1 = pBase->player[NearestPlayer]->pos1;
pBase->local->pos3 = pBase->player[NearestPlayer]->pos3;
pBase->local->pos2 = pBase->player[NearestPlayer]->pos2;
}
}
}
if (CH_AimKey == 3 )
{
if (GetAsyncKeyState(VK_RBUTTON))
{
if (pLocal)
{
pLocal->yaw = CalculateYaw(pBase->local, pBase->player[NearestPlayer]);
pLocal->pitch = CalculatePitch(pBase->local, pBase->player[NearestPlayer]);
}
if (telekill)
{
pBase->local->pos1 = pBase->player[NearestPlayer]->pos1;
pBase->local->pos3 = pBase->player[NearestPlayer]->pos3;
pBase->local->pos2 = pBase->player[NearestPlayer]->pos2;
}
}
}
}}}}
Hast du es von FTS?... Ich habe Aimbot ;D muss mal gucken ob die gleich sind oder ob meine achsen anders ist :S
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