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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!
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Geht so
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12/11/2010, 16:34
#496
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Quote:
Originally Posted by
mono0
Ich schätz mal ein Recoil je Achse.
Ist aber nur eine Vermutung.
Da Warrock aber nur Rückschlag nach oben und nach hinten unterstützt, wäre ja eine achse unnötig.
Also in Combat Arms weiß ich dass man alle 3 abschlaten muss.
12/11/2010, 17:53
#497
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Kann wer mal neue Addys Posten kriegt auch THX
12/11/2010, 19:17
#498
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in combat arms ist recoil auch 3 adressen
12/11/2010, 19:49
#499
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Quote:
Originally Posted by
CyberRazzer
in combat arms ist recoil auch 3 adressen
Hatte ich bereits erwähnt
12/11/2010, 20:19
#500
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Quote:
Originally Posted by
ÆroX.
Kann wer mal neue Addys Posten kriegt auch THX
Der Funzt Perfekt!
12/11/2010, 20:19
#501
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Wollte keiner Wissen xD
AntiSpam:
CQCPRONE (Memory)
Value = 2
Type = *(int*)
MEMCROSSHAIR(Memory)
Value = 0x22
Type = *(BYTE*)
12/11/2010, 20:35
#502
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Quote:
Originally Posted by
CyberRazzer
Wollte keiner Wissen xD
AntiSpam:
CQCPRONE (Memory)
Value = 2
Type = *(int*)
MEMCROSSHAIR(Memory)
Value = 0x22
Type = *(BYTE*)
Ist das so möglich?
PHP Code:
void prone ()
{
*( int *)( dwPlayerPtr + ADR_PRONE ) = 1 ;( oder 2 ? : awesome : )
}
12/11/2010, 21:17
#503
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void prone()
{
*(int*)(ADR_MEMCQCPRONE) = 2;
}
*(int*) /*/Type: 4 Byte/*/
(ADR_MEMCQCPRONE) /*/Adresse/*/
2/*/Value: 2/*/
/*/void prone()/*/Funktions Rumpf
12/11/2010, 21:27
#504
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Quote:
Originally Posted by
CyberRazzer
void prone()
{
*(int*)(ADR_MEMCQCPRONE) = 2;
}
*(int*) /*/Type: 4 Byte/*/
(ADR_MEMCQCPRONE) /*/Adresse/*/
2/*/Value: 2/*/
/*/void prone()/*/Funktions Rumpf
Ok Danke! Werde es editieren wenn meine Hand wieder zusammengewachsen is
12/11/2010, 21:35
#505
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Wie meisnt du das?
hast du überhaupt addy?
12/11/2010, 21:49
#506
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Quote:
Originally Posted by
CyberRazzer
Wie meisnt du das?
hast du überhaupt addy?
Hier in den Thread mein ich
12/11/2010, 21:49
#507
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Quote:
Originally Posted by
CyberRazzer
void prone()
{
*(int*)(ADR_MEMCQCPRONE) = 2;
}
*(int*) /*/Type: 4 Byte/*/
(ADR_MEMCQCPRONE) /*/Adresse/*/
2/*/Value: 2/*/
/*/void prone()/*/Funktions Rumpf
Braucht man dafür Detours `?
12/11/2010, 21:51
#508
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Quote:
Originally Posted by
CyberPasci™
Braucht man dafür Detours `?
kann man auch in nomenü reinhauen^^
Wer ein bisschen grips hat kriegts auch so hin das es nicht crasht^^
12/12/2010, 00:15
#509
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Habe gerade meine eigene Source erstellt aber keine Funktion geht ô.Ô.
Ich Poste mal die Source falls Addys falsch oder alt sind bitte Korigieren.
Oder andere Fehler bitte Korigieren... Danke
Code:
#include <Windows.h>
#include <stdio.h>
#define ADR_PLAYERPOINTER 0xC62388
#define ADR_SERVERPOINTER 0xB5D0F8
#define OFS_5SLOT 0x1021A4
#define OFS_NFD 0x103A4
#define OFS_X 0x102D4
#define OFS_Y 0x102DC
#define OFS_Z 0x102D8
#define OFS_SPEED 0xA4B8D4
#define ADR_NOSPREAD 0xAE330C
#define OFS_NORECOIL1 0x1C
#define OFS_NORECOIL2 0x20
#define OFS_NORECOIL3 0x24
#define OFS_STAMINA 0x02a4
#define ADR_NOSPAWNWAIT1 0xB165C0
#define ADR_NOSPAWNWAIT2 0xB165C4
#define OFS_SUPERMASTER 0xFCD30
#define OFS_PREMIUM2 0x580
#define ADR_GLASSWALLS 0x000AE9104
float CoordX;
float CoordY;
float CoordZ;
DWORD dwPlayer = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServer = *(DWORD*)ADR_SERVERPOINTER;
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
float posiZ;
void jump ()
{
if(GetAsyncKeyState(VK_CONTROL) &1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_Z) = 2500;
}
}
}
void glasswalls ()
{
if(GetAsyncKeyState(VK_NUMPAD8) &1)
{
*(int*)ADR_GLASSWALLS = 4;
}
if(GetAsyncKeyState(VK_NUMPAD9) &1)
{
*(int*)ADR_GLASSWALLS = 0;
}
}
void teleport ()
{
if(GetAsyncKeyState(VK_F2))
{
CoordX = *(float*)(dwPlayerPtr+OFS_X);
CoordY = *(float*)(dwPlayerPtr+OFS_Y);
CoordZ = *(float*)(dwPlayerPtr+OFS_Z);
}
if (GetAsyncKeyState(VK_F3))
{
*(float*)(dwPlayerPtr + OFS_X) = CoordX;
*(float*)(dwPlayerPtr + OFS_Y) = CoordY;
*(float*)(dwPlayerPtr + OFS_Z) = CoordZ;
}
}
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 spread ()
{
*(float*) ADR_NOSPREAD = 0;
}
void stamina ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_STAMINA) = 100;
}
}
void Spawn ()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NOSPAWNWAIT1, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NOSPAWNWAIT1, &t , sizeof(t));
VirtualProtect((void*)ADR_NOSPAWNWAIT1, sizeof(t), Protection, 0);
VirtualProtect((void*)ADR_NOSPAWNWAIT2, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NOSPAWNWAIT2, &t , sizeof(t));
VirtualProtect((void*)ADR_NOSPAWNWAIT2, sizeof(t), Protection, 0);
}
void Supermaster ()
{
DWORD dwSrvrPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwSrvrPtr != 0){
*(int*)(dwSrvrPtr+OFS_SUPERMASTER) = 1;
}
}
void Platinum ()
{
DWORD dwSrvrPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwSrvrPtr != 0)
{
*(long*)(dwSrvrPtr+OFS_PREMIUM2) = 4, 10;
{
*(float*)(dwSrvrPtr+OFS_PREMIUM2) = 1, 1;
}}}
void nfd ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = -20000;
}
}
void HackThread()
{
for (;;)
{
Platinum();
Supermaster();
Spawn();
stamina();
norecoil();
Slots5();
spread();
jump();
nfd();
Sleep(200);
}
}
BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread , 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}
12/12/2010, 00:20
#510
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Du musst das float posiz; durch deine 3 koridnaten ersetzen bei teleport OO
also:
float coordz;
foat coordy;
float coordx;
Wahrscheinlich sind deine Addys falsch
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