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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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Old 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
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Old 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
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Old 10/20/2011, 17:38   #5463
 
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Quote:
Originally Posted by .RedBull View Post
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
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Old 10/20/2011, 17:53   #5464
 
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Quote:
Originally Posted by .RedBull View Post
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
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Old 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.
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Old 10/20/2011, 18:41   #5466
 
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Quote:
....
wow nice
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Old 10/20/2011, 19:51   #5467
 
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Problem gelöst

hatte falsch definiert
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Old 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?
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Old 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
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Old 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...
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Old 10/21/2011, 10:18   #5471
 
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Quote:
Originally Posted by taylan13 View Post
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;
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Old 10/21/2011, 10:28   #5472
 
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hatt einer gültige position von redclover?
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Old 10/21/2011, 11:16   #5473
 
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Quote:
Originally Posted by SK1LL0R.. View Post
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
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Old 10/21/2011, 11:29   #5474
 
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Quote:
Originally Posted by .Crasy View Post
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
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Old 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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