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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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10/20/2011, 17:01
#5461
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Can someone send me the code for date and time?
I have but they are from 2009 and do not work; x
10/20/2011, 17:33
#5462
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Stimmt dieser Source Code so, weil es funktioniert irg wie nur FastHealth.
if(nFastHealth){
*(float*)ADR_FASTHEALTH = 12.05f;}
if(nFastAmmo){
*(float*)ADR_FASTAMMO = 12.05f;}
if(nFastFlag){
*(float*)ADR_FASTFLAG = 0.0f;}
if(nFastRepair){
*(float*)ADR_FASTREPAIR = 0.0f;}
Mfg
10/20/2011, 17:38
#5463
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Quote:
Originally Posted by
.RedBull
Stimmt dieser Source Code so, weil es funktioniert irg wie nur FastHealth.
if(nFastHealth){
*(float*)ADR_FASTHEALTH = 12.05f;}
if(nFastAmmo){
*(float*)ADR_FASTAMMO = 12.05f;}
if(nFastFlag){
*(float*)ADR_FASTFLAG = 0.0f;}
if(nFastRepair){
*(float*)ADR_FASTREPAIR = 0.0f;}
Mfg
Wer hatn dich Verarscht?
Mach mal überall Value 99.0f
10/20/2011, 17:53
#5464
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Quote:
Originally Posted by
.RedBull
Stimmt dieser Source Code so, weil es funktioniert irg wie nur FastHealth.
if(nFastHealth){
*(float*)ADR_FASTHEALTH = 12.05f;}
if(nFastAmmo){
*(float*)ADR_FASTAMMO = 12.05f;}
if(nFastFlag){
*(float*)ADR_FASTFLAG = 0.0f;}
if(nFastRepair){
*(float*)ADR_FASTREPAIR = 0.0f;}
Mfg
1.WTF?
2.ADDYS?
3.xD
10/20/2011, 18:24
#5465
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Bisschen Mathe, bisschen Aimbot.
vector.h
Code:
#pragma once
#include <Windows.h>
#include <math.h>
class Vector
{
public:
float r[3];
Vector(void)
{
}
Vector(float r[3])
{
this->r[0] = r[0];
this->r[1] = r[2];
this->r[1] = r[2];
}
Vector(float r1, float r2, float r3)
{
this->r[0] = r1;
this->r[1] = r2;
this->r[2] = r3;
}
Vector(Vector &v)
{
this->r[0] = v.r[0];
this->r[1] = v.r[1];
this->r[2] = v.r[2];
}
~Vector(void)
{
this->r[0] = 0;
this->r[0] = 0;
this->r[0] = 0;
}
inline void operator = (Vector &v)
{
this->r[0] = v.r[0];
this->r[1] = v.r[1];
this->r[2] = v.r[2];
}
inline void operator = (float r[3])
{
this->r[0] = r[0];
this->r[1] = r[1];
this->r[2] = r[2];
}
inline void operator () (Vector &v)
{
*this = v;
}
inline void operator () (float r[3])
{
*this = r;
}
inline void operator () (float r1, float r2, float r3)
{
this->r[0] = r1;
this->r[1] = r2;
this->r[2] = r3;
}
inline bool operator == (Vector &v)
{
return (bool)(this->r[0] == v.r[0] && this->r[1] == v.r[1] && this->r[2] == v.r[2]);
}
inline bool operator == (float r[3])
{
return (bool)(this->r[0] == r[0] && this->r[1] == r[1] && this->r[2] == r[2]);
}
inline bool operator != (Vector &v)
{
return !(*this == v);
}
inline bool operator != (float r[3])
{
return !(*this == r);
}
inline Vector operator + (Vector &v)
{
return Vector(this->r[0] + v.r[0], this->r[1] + v.r[1], this->r[2] + v.r[2]);
}
inline Vector operator + (float r[3])
{
return Vector(this->r[0] + r[0], this->r[1] + r[1], this->r[2] + r[2]);
}
inline void operator += (Vector &v)
{
*this = *this + v;
}
inline void operator += (float r[3])
{
*this = *this + r;
}
inline Vector operator - (Vector &v)
{
return Vector(this->r[0] - v.r[0], this->r[1] - v.r[1], this->r[2] - v.r[2]);
}
inline Vector operator - (float r[3])
{
return Vector(this->r[0] - r[0], this->r[1] - r[1], this->r[2] - r[2]);
}
inline void operator -= (Vector &v)
{
*this = *this - v;
}
inline void operator -= (float r[3])
{
*this = *this - r;
}
inline Vector operator * (float f)
{
return Vector(this->r[0] * f, this->r[1] * f, this->r[2] * f);
}
inline void operator *= (float f)
{
*this = *this * f;
}
inline Vector operator / (float f)
{
return Vector(*this * (1 / f));
}
inline void operator /= (float f)
{
*this = *this / f;
}
float operator [] (unsigned long i)
{
if(i < 3)
return this->r[i];
return 0.0f;
}
static float Length(Vector v)
{
return sqrt(Vector::DotProduct(v, v));
}
static void Normalize(Vector &v)
{
v /= Vector::Length(v);
}
static Vector Normalize(Vector v)
{
return v / Vector::Length(v);
}
static float DotProduct(Vector v1, Vector v2)
{
return (v1.r[0] * v2.r[0] + v1.r[1] * v2.r[1] + v1.r[2] * v2.r[2]);
}
static float AngleRadian(Vector v1, Vector v2)
{
if(v1.r[2] == v2.r[2])
return 0.0f;
return (float)(acos(Vector::DotProduct(v1, v2) / (Vector::Length(v1) *Vector::Length(v2))));
}
static float AngleDegree(Vector v1, Vector v2)
{
if(v1.r[2] == v2.r[2])
return 0.0f;
return (float)(57.2957795f * acos(Vector::DotProduct(v1, v2) / (Vector::Length(v1) *Vector::Length(v2))));
}
static bool IsOrthogonal(Vector v1, Vector v2)
{
return (bool)(Vector::DotProduct(v1, v2) == 0.0f);
}
static Vector CrossProduct(Vector v1, Vector v2)
{
return Vector(v1.r[1] * v2.r[2] - v1.r[2] * v2.r[2], v1.r[2] * v2.r[0] - v1.r[0] * v2.r[2], v1.r[0] * v2.r[1] - v1.r[1] - v2.r[0]);
}
static bool IsCollinear(Vector v1, Vector v2)
{
Vector v = Vector::CrossProduct(v1, v2);
return (bool)(v.r[0] == 0 && v.r[1] == 0 && v.r[2] == 0);
}
static float BoxProduct(Vector v1, Vector v2, Vector v3)
{
return Vector::DotProduct(Vector::CrossProduct(v1, v2), v3);
}
static bool IsCoplanar(Vector v1, Vector v2, Vector v3)
{
return (bool)(Vector::BoxProduct(v1, v2, v3) == 0.0f);
}
static Vector Translate(Vector v1, Vector v2)
{
return v2 - v1;
}
static Vector NormalizedViewVectorRadian(float Yaw, float Pitch)
{
return Vector(cos(Yaw) * cos(Pitch), sin(Yaw) * cos(Pitch), -1.0f * sin(Pitch));
}
static Vector NormalizedViewVectorDegree(float Yaw, float Pitch)
{
return Vector(cos(0.0174532925f * Yaw) * cos(0.0174532925f * Pitch), sin(0.0174532925f * Yaw) * cos(0.0174532925f * Pitch), -1.0f * sin(0.0174532925f * Pitch));
}
static float NormalizedYawRadian(Vector v)
{
if(v.r[1] == 0)
v.r[1] = 0.0001f;
return atan(v.r[0] / v.r[1]);
}
static float NormalizedYawDegree(Vector v)
{
if(v.r[1] == 0)
v.r[1] = 0.0001f;
return 0.0174532925f * atan(v.r[0] / v.r[1]);
}
static float NormalizedPitchRadian(Vector v)
{
return Vector::AngleRadian(v, Vector(v.r[0], v.r[1], 0.0f));
}
static float NormalizedPitchDegree(Vector v)
{
return Vector::AngleDegree(v, Vector(v.r[0], v.r[1], 0.0f));
}
};
credits an underScore.
10/20/2011, 18:41
#5466
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10/20/2011, 19:51
#5467
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Posts: 69
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Problem gelöst
hatte falsch definiert
10/20/2011, 20:51
#5468
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Kann es sein, das die .bin daten von WarRock Des3 auf 1024 lenght verschlüsselt ist?
10/20/2011, 21:37
#5469
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hat jemand den neuen Speed source für menu hack pls ?
hab nur alte detected sources
10/21/2011, 09:42
#5470
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mach doch selber? komm das ist echt nicht schwer, wenn du eine alte source hast...
10/21/2011, 10:18
#5471
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Join Date: Sep 2011
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Quote:
Originally Posted by
taylan13
hat jemand den neuen Speed source für menu hack pls ?
hab nur alte detected sources
Ist doch einfach....
Vorher:
default: *(float*)ADR_SPEED= 96;
case 1: *(float*)ADR_SPEED= 96*2;
nachher:
default: *(double*)ADR_SPEED= 96;
case 1: *(double*)ADR_SPEED= 96*2;
10/21/2011, 10:28
#5472
elite*gold: 5
Join Date: Jul 2011
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hatt einer gültige position von redclover?
10/21/2011, 11:16
#5473
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Posts: 1,447
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Quote:
Originally Posted by
SK1LL0R..
Ist doch einfach....
Vorher:
default: *(float*)ADR_SPEED= 96;
case 1: *(float*)ADR_SPEED= 96*2;
nachher:
default: *(double*)ADR_SPEED= 96;
case 1: *(double*)ADR_SPEED= 96*2;
Bis auf das Double fast das gleiche wie Float ist, nur größeren Speicher hat..
Vorposter: Log sie Selbst? gibt SRC für Posi Logger von Yazzn also was dann noch soooo schwer?.. <.<
Thread: iwer bock die .bin daten (Des3) Verschlüsselung zu ******? also ich mein damit die Key Table zu finden, die Entschlüsselung etc hab ich schon, brauch nur noch ne Key Table ;D
10/21/2011, 11:29
#5474
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Join Date: May 2011
Posts: 1,490
Received Thanks: 196
Quote:
Originally Posted by
.Crasy
Bis auf das Double fast das gleiche wie Float ist, nur größeren Speicher hat..
Vorposter: Log sie Selbst? gibt SRC für Posi Logger von Yazzn also was dann noch soooo schwer?.. <.<
Thread: iwer bock die .bin daten (Des3) Verschlüsselung zu ******? also ich mein damit die Key Table zu finden, die Entschlüsselung etc hab ich schon, brauch nur noch ne Key Table ;D
wenn du mir sagst wie das geht und was man damit machen kann gern
10/21/2011, 11:33
#5475
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Damit kanst du z.b. auch mit der WR CRC berechnung über den Hack das Game manipulieren und musst net das teil austauschen ;D
Es ist eine 3x8 Byte reihe.
z.b.
0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08
0x02, 0x01, 0x03, ...
Jede reihe ist anders.
Das, was verschlüsselt werden soll wird mit reihe 1, dann 2, dann 3 verschlüsselt.
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