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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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Sinnlos, braucht keiner
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10/26/2011, 21:56
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#5596
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Join Date: Oct 2011
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#define OFS_Weapon1 0x101D8
#define OFS_Weapon2 0x101DA
#define OFS_Weapon3 0x101DC
usage:
*(word*)(dwPlayerPtr+OFS_Weapon1) = /*Nummer Der Waffe*/;
*(word*)(dwPlayerPtr+OFS_Weapon2) = /*Nummer Der Waffe*/;
*(word*)(dwPlayerPtr+OFS_Weapon3) = /*Nummer Der Waffe*/;
Hartz4 Weapon Binder xD
Credits to me and UPK
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10/26/2011, 21:58
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#5597
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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if(Opk == 1)
{
WriteAsm((void*)ADR_OPK,(PBYTE)"\x8B\x7C\x24\x04", 4);
}
if(Opk == 0 && bOpk)
{
WriteAsm((void*)ADR_OPK,(PBYTE)"\x8B\x7C\x24\x10", 4);
}
if(Svp == 1)
{
WriteAsm((void*)(ADR_OPK+0x18),(PBYTE)"\x83\xC7\x0 4",3);
}
if(Svp == 0)
{
WriteAsm((void*)(ADR_OPK+0x18),(PBYTE)"\x83\xC7\x0 8",3);
}
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10/26/2011, 21:59
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#5598
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elite*gold: 1
Join Date: Jun 2011
Posts: 302
Received Thanks: 367
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Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*==========================================================================*/
Code:
struct CPauseAllZombies
{
char xPauseAll[66260]; // 0x0
BYTE PauseAll[4]; // 0x102D4
};
struct CBase
{
char xUserbase[1169876]; // 0x0
CPauseAllZombies** zombie; // 0x11D9D4
};
CBase* pBase = (CBase*)(ADR_PTR_PLAYERPOINTER);
int PauseAllZombies;
Code:
void PauseZombiesLoop()
{
if(PauseAllZombies)
{
for(int index = 4; index < 32; index ++)
{
CPauseAllZombies* pZombie = pBase->zombie[index];
for(int i = 0; i < 4; i ++)
{
pZombie->PauseAll[i] = 0;
}
}
}
}
Code:
void PauseZombiesThread()
{
for(;;)
{
if(PauseAllZombies)
{
PauseZombiesLoop();
}
if(!PauseAllZombies)
{
Sleep(200);
}
else
{
Sleep(-0);
}
}
}
Code:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
Ihr könnt damit auch (32 & 64 Bit) einen 'Lauf-Bot' machen.
Beispiel:
Code:
pZombie->PauseAll[0] = 1;
Damit würdet ihr Vorwärts laufen.
Credits:
Büny
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10/26/2011, 22:00
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#5599
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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 Büny :)
Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*==========================================================================*/
Code:
struct CPauseAllZombies
{
char xPauseAll[66260]; // 0x0
BYTE PauseAll[4]; // 0x102D4
};
struct CBase
{
char xUserbase[1169876]; // 0x0
CPauseAllZombies** zombie; // 0x11D9D4
};
CBase* pBase = (CBase*)(ADR_PTR_PLAYERPOINTER);
int PauseAllZombies;
Code:
void PauseZombiesLoop()
{
if(PauseAllZombies)
{
for(int index = 4; index < 32; index ++)
{
CPauseAllZombies* pZombie = pBase->zombie[index];
for(int i = 0; i < 4; i ++)
{
pZombie->PauseAll[i] = 0;
}
}
}
}
Code:
void PauseZombiesThread()
{
for(;;)
{
if(PauseAllZombies)
{
PauseZombiesLoop();
}
if(!PauseAllZombies)
{
Sleep(200);
}
else
{
Sleep(-0);
}
}
}
Code:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
Ihr könnt damit auch (32 & 64 Bit) einen 'Lauf-Bot' machen.
Beispiel:
Code:
pZombie->PauseAll[0] = 1;
Damit würdet ihr Vorwärts laufen.
Credits:
Büny
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voll fake
damals wars noch so:
Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/
#include <windows.h>
#include <stdio.h>
#define HEX_ADR_PTR_PLAYERPOINTER 0x9E27B0
#define DEC_ADR_PTR_PLAYERBASE 1169880
#define DEC_ADR_OFS_PAUSEALLZOMBIES_1 66260
BOOL IsPlayer()
{
DWORD dwPlayerPtr = *(DWORD*)(HEX_ADR_PTR_PLAYERPOINTER);
if(dwPlayerPtr != 0)
{
return TRUE;
}
else
{
return FALSE;
}
}
struct CPauseAllZombies
{
char xPauseAll[DEC_ADR_OFS_PAUSEALLZOMBIES_1]; // 0x0
BYTE PauseAll_1; // 0x102D4
BYTE PauseAll_2; // 0x102D5
BYTE PauseAll_3; // 0x102D6
BYTE PauseAll_4; // 0x102D7
};
struct CBase
{
char xUserbase[DEC_ADR_PTR_PLAYERBASE]; // 0x0
CPauseAllZombies** player; // 0x11D9D8
};
CBase* pBase = (CBase*)(HEX_ADR_PTR_PLAYERPOINTER);
BOOL PauseAllZombies;
void PauseZombiesLoop()
{
if(GetAsyncKeyState(VK_F4) &1)
{
PauseAllZombies = (!PauseAllZombies);
}
if(PauseAllZombies == TRUE)
{
for(int index = 4; index < 32; index ++)
{
CPauseAllZombies* pZombie = pBase->player[index];
pZombie->PauseAll_1=0;
pZombie->PauseAll_2=0;
pZombie->PauseAll_3=0;
pZombie->PauseAll_4=0;
}
}
}
void PauseZombiesThread()
{
for(;;)
{
if(PauseAllZombies == TRUE)
{
PauseZombiesLoop();
}
if(PauseAllZombies == FALSE)
{
Sleep(200);
}
else
{
Sleep(-0);
}
}
}
BOOL WINAPI DllMain( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
return TRUE;
}
}
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/
xD
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10/26/2011, 22:02
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#5600
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elite*gold: 1
Join Date: Jun 2011
Posts: 302
Received Thanks: 367
|
Quote:
Originally Posted by Angel-Piece
voll fake
damals wars noch so:
Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/
#include <windows.h>
#include <stdio.h>
#define HEX_ADR_PTR_PLAYERPOINTER 0x9E27B0
#define DEC_ADR_PTR_PLAYERBASE 1169880
#define DEC_ADR_OFS_PAUSEALLZOMBIES_1 66260
BOOL IsPlayer()
{
DWORD dwPlayerPtr = *(DWORD*)(HEX_ADR_PTR_PLAYERPOINTER);
if(dwPlayerPtr != 0)
{
return TRUE;
}
else
{
return FALSE;
}
}
struct CPauseAllZombies
{
char xPauseAll[DEC_ADR_OFS_PAUSEALLZOMBIES_1]; // 0x0
BYTE PauseAll_1; // 0x102D4
BYTE PauseAll_2; // 0x102D5
BYTE PauseAll_3; // 0x102D6
BYTE PauseAll_4; // 0x102D7
};
struct CBase
{
char xUserbase[DEC_ADR_PTR_PLAYERBASE]; // 0x0
CPauseAllZombies** player; // 0x11D9D8
};
CBase* pBase = (CBase*)(HEX_ADR_PTR_PLAYERPOINTER);
BOOL PauseAllZombies;
void PauseZombiesLoop()
{
if(GetAsyncKeyState(VK_F4) &1)
{
PauseAllZombies = (!PauseAllZombies);
}
if(PauseAllZombies == TRUE)
{
for(int index = 4; index < 32; index ++)
{
CPauseAllZombies* pZombie = pBase->player[index];
pZombie->PauseAll_1=0;
pZombie->PauseAll_2=0;
pZombie->PauseAll_3=0;
pZombie->PauseAll_4=0;
}
}
}
void PauseZombiesThread()
{
for(;;)
{
if(PauseAllZombies == TRUE)
{
PauseZombiesLoop();
}
if(PauseAllZombies == FALSE)
{
Sleep(200);
}
else
{
Sleep(-0);
}
}
}
BOOL WINAPI DllMain( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
return TRUE;
}
}
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/
xD
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hahaha ja ich hab die source halt verbessert du bengel. xD
Das wichtigste war dich aus den Credits nehmen muhaha xD
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10/26/2011, 22:05
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#5601
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
|
Code:
void Start(void)
{
for(;;)
{
DWORD PlayerPointer = *(DWORD*)ADR_PLAYERPOINTER;
DWORD ServerPointer = *(DWORD*)ADR_SERVERPOINTER;
if(ServerPointer != 0)
{
if(cvar.PowerLevelRoomStart)
{
if(*(int*)(ServerPointer+0x11B7F8) == *(int*)(ServerPointer+0xFD158) || *(int*)((Basepointer + 0x0001C30)+(0x1CF8*(*(int*)(ServerPointer+0x11B7F8))))!=1)
{
DWORD StartRoomClassPointer = *(DWORD*)(0x506B18);
DWORD GameStart = 0x506B18;
if(StartRoomClassPointer)
{
StartRoomClassPointer = *(DWORD*)(StartRoomClassPointer+0xA4);
if(StartRoomClassPointer)//
{
StartRoomClassPointer = *(DWORD*)(StartRoomClassPointer+0x8E0);
if(StartRoomClassPointer)//
{
Sleep(800);
if(*(int*)(ServerPointer+0x11B7F8) == *(int*)(ServerPointer+0xFD158) || *(int*)((Basepointer + 0x0001C30)+(0x1CF8*(*(int*)(ServerPointer+0x11B7F8))))!=1)
{
__asm
{
push StartRoomClassPointer;
call [GameStart];
}
}
}
}
}
}
}
}
}
}
start ready blabla
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10/26/2011, 22:05
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#5602
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elite*gold: 0
Join Date: Oct 2011
Posts: 233
Received Thanks: 80
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#define ADR_InRoom 0x9E41E0
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18
if(StartRoom){//As Master or can be used for Ready
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}
Tested and works
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10/26/2011, 22:08
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#5603
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elite*gold: 101
Join Date: Oct 2011
Posts: 634
Received Thanks: 159
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Suche source code für no menü hacks:
SuperNoSpread
no134
Charms
fast all
playerspeed 1,2x so schnell
NoSpawnwait
Visuel lvl, welches ich mit tasten druck erhöhren und mit einer anderen taste erniedrigen kann
Anti AFK
und eine erläutertung, wie iuh hacks undeteced machen kann, und woher ich weiß0 ob ih *(float*) oder *(long*) oder *(int*) brauche, sowie, ob ich eine eigene void brauche, oder es einfach in eine bereits vorhandene void implementieren kann
ich weis ist ziemlich viel, aber bei mir crasht es, oder klappt erst garniht
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10/26/2011, 22:12
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#5604
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,274
Received Thanks: 2,029
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Hat wer die Definition für Distance für Aimbot?
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10/26/2011, 22:15
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#5605
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elite*gold: 0
Join Date: Oct 2011
Posts: 13
Received Thanks: 16
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Info
Code:
char 1 Bytes
bool 1 Bytes
short 2 Bytes
int 4 Bytes
long 4 Bytes
float 4 Bytes
double _ Bytes (Na ? :D)
BYTE 1 Bytes
WORD 2 Bytes
DWORD 4 Bytes
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10/26/2011, 22:17
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#5606
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
|
Quote:
Originally Posted by SubZerom|_
#define ADR_InRoom 0x9E41E0
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18
if(StartRoom){//As Master or can be used for Ready
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}
Tested and works
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fail dein source failed voll
deiner macht immer ready unready ready unready blablabla
meiner macht das nur einmal
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10/26/2011, 22:22
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#5607
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elite*gold: 1
Join Date: Jun 2011
Posts: 302
Received Thanks: 367
|
Quote:
Originally Posted by Anonymous-Hacker
Info
Code:
char 1 Bytes
bool 1 Bytes
short 2 Bytes
int 4 Bytes
long 4 Bytes
float 4 Bytes
double _ Bytes (Na ? :D)
BYTE 1 Bytes
WORD 2 Bytes
DWORD 4 Bytes
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double 8 Bytes
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10/26/2011, 22:24
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#5608
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elite*gold: 0
Join Date: Oct 2011
Posts: 233
Received Thanks: 80
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Quote:
Originally Posted by Angel-Piece
fail dein source failed voll
deiner macht immer ready unready ready unready blablabla
meiner macht das nur einmal
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Und? Ich will es so^^
Für die es nicht so wollen:
#define ADR_SERVERPOINTER 0x9E5770
#define ADR_USERBASE 0xB031A8
#define ADR_InRoom 0x9E41E0
#define OFS_PlayerSlot 0x11B7F8
#define OFS_PLAYERSIZE 0x1CF8
#define OFS_MASTER 0xFD158
#define OFS_ReadyCheck 0x1C30
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18
Code:
if(StartRoom){
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
Sleep(800);
if(*(int*)(dwServerPtr+OFS_PlayerSlot) == *(int*)(dwServerPtr+OFS_MASTER) || *(int*)(ADR_BASEPOINTER+OFS_ReadyCheck)+(OFS_PLAYERSIZE*(*(int*)(dwServerPtr+OFS_PlayerSlot)))!=1)
{
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}}
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10/26/2011, 22:25
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#5609
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elite*gold: 101
Join Date: Oct 2011
Posts: 634
Received Thanks: 159
|
Quote:
Originally Posted by Anonymous-Hacker
Info
Code:
char 1 Bytes
bool 1 Bytes
short 2 Bytes
int 4 Bytes
long 4 Bytes
float 4 Bytes
double _ Bytes (Na ? :D)
BYTE 1 Bytes
WORD 2 Bytes
DWORD 4 Bytes
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dan dürfte es ja egal sein ob ich int, float oder long nehme xD
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10/26/2011, 22:25
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#5610
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
|
Quote:
Originally Posted by SubZerom|_
Und? Ich will es so^^
Für die es nicht so wollen:
#define ADR_SERVERPOINTER 0x9E5770
#define ADR_USERBASE 0xB031A8
#define ADR_InRoom 0x9E41E0
#define OFS_PlayerSlot 0x11B7F8
#define OFS_PLAYERSIZE 0x1CF8
#define OFS_MASTER 0xFD158
#define OFS_ReadyCheck 0x1C30
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18
Code:
if(StartRoom){
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
Sleep(800);
if(*(int*)(dwServerPtr+OFS_PlayerSlot) == *(int*)(dwServerPtr+OFS_MASTER) || *(int*)(ADR_BASEPOINTER+OFS_ReadyCheck)+(OFS_PLAYERSIZE*(*(int*)(dwServerPtr+OFS_PlayerSlot)))!=1)
{
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}}
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nice diggha meinen source einfach passend zu deinem gemacht n1 xD bin trotzdem cooler
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