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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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09/27/2011, 17:02
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#5266
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Quote:
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du schreibst da 20 drawtext funktionen hin und und jeder ne andere farbe + buchstabe?
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naja das wäre auch mein Plan B gewesen
aber gibt es denn nichts einfacheres
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09/27/2011, 17:09
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#5267
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09/27/2011, 17:15
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#5268
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mhm stimmt auch wieder
wäre auch ne Möglichkeit^^
aber dann muss ich wieder die spirited Menu Zeugs einfügen
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09/27/2011, 17:32
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#5269
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Quote:
Originally Posted by Neqqa™
mhm stimmt auch wieder
wäre auch ne Möglichkeit^^
aber dann muss ich wieder die spirited Menu Zeugs einfügen 
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Schau dir an, was deine DrawText Funktion macht - und schreib dir eine eigene, modifizierte Version, die die Farbe bei Erhöhung des Pointers auf den Text verändert.
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09/28/2011, 14:50
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#5270
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Ich hätte hier mal die Source vom Aimbot hab nix gefunden aber man kann ja schlecht alle seiten hier nachsschauen
Viel Spaß damit.
Quote:
void Aimbot(void)
{
if (g_pBase->local)
{
for(int i = 0; i < 32; i++)
{
int NearestPlayer = GetNearestPlayer();
CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
CPlayerInfo *pLocalInfo = GetPlayerInfoByIndex(g_pBase->local->index);
if (CH_Aimbot)
{
CH_NoRecoil = 1;
if (CH_AimKey == 1 )
{
if (g_pLocal)
{
g_pLocal->yaw = CalculateYaw(g_pBase->local, g_pBase->player[NearestPlayer]);
g_pLocal->pitch = CalculatePitch(g_pBase->local, g_pBase->player[NearestPlayer]);
}
if (CH_Telekill)
{
g_pBase->local->pos1 = g_pBase->player[NearestPlayer]->pos1;
g_pBase->local->pos3 = g_pBase->player[NearestPlayer]->pos3;
g_pBase->local->pos2 = g_pBase->player[NearestPlayer]->pos2;
}
}
if (CH_AimKey == 2 )
{
if (GetAsyncKeyState(VK_LBUTTON))
{
if (g_pLocal)
{
g_pLocal->yaw = CalculateYaw(g_pBase->local, g_pBase->player[NearestPlayer]);
g_pLocal->pitch = CalculatePitch(g_pBase->local, g_pBase->player[NearestPlayer]);
}
if (CH_Telekill)
{
g_pBase->local->pos1 = g_pBase->player[NearestPlayer]->pos1;
g_pBase->local->pos3 = g_pBase->player[NearestPlayer]->pos3;
g_pBase->local->pos2 = g_pBase->player[NearestPlayer]->pos2;
}
}
}
if (CH_AimKey == 3 )
{
if (GetAsyncKeyState(VK_RBUTTON))
{
if (g_pLocal)
{
g_pLocal->yaw = CalculateYaw(g_pBase->local, g_pBase->player[NearestPlayer]);
g_pLocal->pitch = CalculatePitch(g_pBase->local, g_pBase->player[NearestPlayer]);
}
if (CH_Telekill)
{
g_pBase->local->pos1 = g_pBase->player[NearestPlayer]->pos1;
g_pBase->local->pos3 = g_pBase->player[NearestPlayer]->pos3;
g_pBase->local->pos2 = g_pBase->player[NearestPlayer]->pos2;
}
}
}
int GetLocalPlayerIndex()
{
DWORD *dwServPtr = (DWORD*)ADR_ServerPointer;
return *(int*)((*dwServPtr) + 0x160EC);
}
#define STANDS 0x01
#define PRONES 0x02
#define MOVING 0x03
#define KNEES 0x04
#define RUNS 0x05
#define JUMPS 0x06
#define ROLLS 0x07
#define PI_SQUARED2 9.869604401f
#define PI_SQUARED3 9.8696044010893586188344909998762f
#define PI_SQUARED 3.14159265f
#define PI 3.14159265f
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(g_pBase->local, g_pBase->player[i]);
if (Distance < minDistance)
{
minDistance = Distance;
index = i;
}
}
}
else
{
Distance = GetDistanceA(g_pBase->local, g_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 /*- g_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 - g_pLocal->pos1;
float deltaY = Target->pos3 - g_pLocal->pos3;
float deltaZ = origZ - g_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;
}
float CalculatePitch(CPlayer* Local, CPlayer* Target)
{
float origZ = Target->pos3 - Local->pos3;
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 - g_pLocal->pos1;
float deltaY = Target->pos2 - g_pLocal->pos2;
float deltaZ = origZ - g_pLocal->pos3;
float result;
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;
}
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09/28/2011, 15:28
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#5271
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elite*gold: 1
Join Date: May 2011
Posts: 1,490
Received Thanks: 196
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Quote:
Originally Posted by St4nDbY
Ich hätte hier mal die Source vom Aimbot hab nix gefunden aber man kann ja schlecht alle seiten hier nachsschauen
Viel Spaß damit.
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credits?
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09/28/2011, 17:19
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#5272
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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Quote:
Originally Posted by Dogukan47
credits?
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das ist die fail source von UPK oder system32 die nicht geht ^^ die hier schon 500 ,mal geposted wurde
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09/28/2011, 23:42
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#5273
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Posts: 434
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@Angel eher die von System.UPK hat nen anderen Coding style und bei dem geht es dazu zu 99% ^^
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09/29/2011, 17:34
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#5274
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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Quote:
Originally Posted by KingClem™
@Angel eher die von System.UPK hat nen anderen Coding style und bei dem geht es dazu zu 99% ^^
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bei beiden geht es einwandfrei systems32 base wurde geklaut und unknownpk hat dann diese aimbot source geposted jedenfals steht da credits to upk deshalb ka und die wurde sowieso verändert so das die nicht geht alles da drin wurde verändert
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09/30/2011, 18:21
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#5275
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elite*gold: 1
Join Date: Jul 2011
Posts: 472
Received Thanks: 1,444
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Radar GPS Memory (ASM)
So..
Es Funktioniert aber Crasht nach Höchstens 10 Minuten, also Flamt nicht!
Patch.h
Code:
#include "StdAfx.h"
#pragma once
class cPatch
{
private:
DWORD ADR;
BYTE OFF_BYTES[255];
BYTE ON_BYTES[255];
int SIZE;
enum PATCHSTATUS
{
NORMAL,
PATCHED,
};
int STATUS;
void* memcpy_s(void* pvAddress, const void* pvBuffer, size_t stLen);
public:
cPatch(DWORD pAdr,BYTE* pByte,int pSize);
void Patch();
void Restore();
};
Patch.cpp
Code:
#include "Patch.h"
void* cPatch::memcpy_s(void *pvAddress, const void *pvBuffer, size_t stLen)
{
MEMORY_BASIC_INFORMATION mbi;
VirtualQuery( ( void* )pvAddress, &mbi, sizeof( mbi ) );
VirtualProtect( mbi.BaseAddress, mbi.RegionSize, PAGE_EXECUTE_READWRITE, &mbi.Protect );
void* pvRetn = memcpy( ( void* )pvAddress, ( void* )pvBuffer, stLen );
VirtualProtect( mbi.BaseAddress, mbi.RegionSize, mbi.Protect, &mbi.Protect );
FlushInstructionCache( GetCurrentProcess( ), ( void* )pvAddress, stLen );
return pvRetn;
}
cPatch::cPatch(DWORD pAdr,BYTE* pByte,int pSize)
{
STATUS = NORMAL;
SIZE = pSize;
ADR = pAdr;
for(int i = 0; i < pSize; i++)
{
OFF_BYTES[i] = 0x00;
ON_BYTES[i] = pByte[i];
}
}
void cPatch::Patch()
{
if( STATUS==NORMAL )
{
BYTE *pOFF_BYTES = (BYTE*)ADR;
for( int i = 0; i < SIZE; i++ )
{
OFF_BYTES[i] = pOFF_BYTES[i];
}
memcpy_s((void*)ADR,(const void*)ON_BYTES,SIZE);
STATUS=PATCHED;
}
}
void cPatch::Restore()
{
if(STATUS==PATCHED)
{
memcpy_s((void*)ADR,(const void*)OFF_BYTES,SIZE);
STATUS=NORMAL;
}
}
StdAfx.h
Code:
#if !defined(AFX_STDAFX_H__93345D3A_0CF1_4A56_B453_22701C1CCB5A__INCLUDED_)
#define AFX_STDAFX_H__93345D3A_0CF1_4A56_B453_22701C1CCB5A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// Insert your headers here
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <windows.h>
#include <stdlib.h>
#include <stdio.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <fstream>
#include "stdio.h"
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "D3DX9.LIB")
#pragma warning(disable:4996)
using namespace std;
// TODO: reference additional headers your program requires here
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__93345D3A_0CF1_4A56_B453_22701C1CCB5A__INCLUDED_)
Main.cpp
Code:
#include Patch.h
//----------------------------------------------
#define RADARGPS 0x540C99//Updated
cPatch ASRadarGPS(RADARGPS,(PBYTE)"\xEB",1);//Off: x75 x15
if( AS_RadarGPS ) { ASRadarGPS.Patch(); } else { ASRadarGPS.Restore(); }
//----------------------------------------------
Credits
Code:
TradEmArk™
Büny
Yazzn
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09/30/2011, 18:34
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#5276
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elite*gold: 1
Join Date: May 2011
Posts: 1,490
Received Thanks: 196
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wenn es funct dann sollte es nicht crashen meinst du das es mit bypass crasht oder ohne?
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09/30/2011, 18:36
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#5277
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elite*gold: 1
Join Date: Jul 2011
Posts: 472
Received Thanks: 1,444
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Das ist eine ASM Funktion, durch den Patch wird es möglich gemacht das du es ohne Bypass benutzen kannst. Leider wurde diese Funktion von WarRock Gefixxt also Crasht es simpel oder?
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09/30/2011, 19:07
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#5278
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elite*gold: 1
Join Date: May 2011
Posts: 1,490
Received Thanks: 196
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wenns gepatched wurde warum postest du es?
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09/30/2011, 19:10
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#5279
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elite*gold: 1
Join Date: Jul 2011
Posts: 472
Received Thanks: 1,444
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Omg Lern doch Lesen 
Für die leute die es Benutzen wollen ich habe doch Geschrieben das es crasht und das ihr nicht Flamen sollt, Es hält ca 10-12 Minuten und jetzt sag einfach Nichtsmehr, du nervst mich
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09/30/2011, 19:21
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#5280
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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Quote:
Originally Posted by _TradEmArk_:)
Das ist eine ASM Funktion, durch den Patch wird es möglich gemacht das du es ohne Bypass benutzen kannst. Leider wurde diese Funktion von WarRock Gefixxt also Crasht es simpel oder?
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wtf du stehst in den credits und weißt nicht mal wofür das ist
und das ist die von system32 die er mal geposted hat o.0 ?
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