|
You last visited: Today at 20:03
Advertisement
WarRock EU - Code Snippets
Discussion on WarRock EU - Code Snippets within the WarRock forum part of the Shooter category.
|
View Poll Results: Wie findet ihr diesen Thread
|
|
Klasse!
|
  
|
78 |
60.94% |
Geht so
|
  
|
17 |
13.28% |
|
Sinnlos, braucht keiner
|
  
|
33 |
25.78% |
06/22/2011, 07:56
|
#4066
|
elite*gold: 20
Join Date: Jun 2011
Posts: 116
Received Thanks: 41
|
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
Received Thanks: 81
|
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: 406
Join Date: Feb 2011
Posts: 8,871
Received Thanks: 3,461
|
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
|
|
|
 |
|
Similar Threads
|
WTB Flyff Source code snippets
04/01/2012 - Flyff Trading - 0 Replies
Hellow I posted this because I wanted to buy a fix scroll of unbinding.Which removes soul-link of an item.If you have its code snippets PM me.Don't sell me a code which is release because all of them are not working.I wanted to buy a fix one and a non-buggy code
Payment:via Paypal
|
[Autoit] Youtube Code Snippets
07/29/2011 - AutoIt - 5 Replies
Tag Zusammen.
Wie wohl die meisten von euch mitbekommen haben, bieten derzeit sehr viele User hier sogenannte Youtube Services an, bei denen man Abos, Likes, Dislikes etc. kaufen kann.
Doch wer wirklich Erfolg haben will, braucht natürlich viele Abonnenten und Likes, was per Hand Tage dauern würde.
Deshalb werden hier in letzter Zeit immer mehr Youtube Bots verkauft.
Was, wie ich finde, ein ziemliche Abzocke ist, da das meist nur sehr schlechte Bots sind, die lediglich den Internet...
|
Some Code-Snippets[PSERVER]
07/15/2011 - Kal Hacks, Bots, Cheats & Exploits - 17 Replies
This is the code of the hack which Fremo released..
I got new methods so I dont need this anymore & maybe it'll help some people...
G31 Adult Skill
if(comboBox4->Text=="Panther'crit'")
{
KC->Chat(255," Panther Skill ON");
KC->Threads=1;
KC->lasttime = timeGetTime()-15000;
}
else if(comboBox4->Text=="Tiger'otp'")
|
[Release] Code Snippets Manager
01/21/2011 - Coding Releases - 0 Replies
Code Snippets Manager
http://upit.cc/images/1d47d78e.jpg
Hab mich heute mal rangesetzt, und einen kleinen Manager für
Code-Snippets(Code-Fetzen) gecodet, da ich alles sortiert
in einer Anwendung wollte.
Da es sicherlich jemand nützlich finden wird, lad ich es hier mal hoch.
|
All times are GMT +1. The time now is 20:04.
|
|