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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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Geht so
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10/30/2011, 18:24
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#5671
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elite*gold: 8
Join Date: Oct 2011
Posts: 656
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Quote:
Originally Posted by KingClem™
Ma wieder gelangweilt:
New ShowMenu function.
Code:
void D3DMenu::Show(CD3DFont *pFont,IDirect3DDevice9* pDevice)
{
int i,val,cy;
DWORD color;
if (!visible) return;
cy=y;
if (title) {
pFont->DrawText((float)(x+totwidth/2), (float)cy+1, col_title,title,D3DFONT_SHADOW|D3DFONT_CENTERED); //Drawing Title...You can modify it too
cy+=titleheight; }
for (i=0; i<noitems; i++) {
if (MENU[i]->typ==MENUTEXT) {
pFont->DrawText((float)x, (float)cy, col_text,MENU[i]->txt,D3DFONT_SHADOW); //If Text draw without Box
if (MENU[i]->opt) {
pFont->DrawText((float)(x+ofs), (float)cy, col_text,(char *)MENU[i]->opt, D3DFONT_RIGHT|D3DFONT_SHADOW); //Drawing Text
}
} else {//desc = MENU[cur]->description;
val=(MENU[i]->var)?(*MENU[i]->var):0;
// determine color
if (i==cur)
color=col_current; //Color = Current
else if (MENU[i]->typ==MENUGROUP)
color=col_group; //Color = Group Color
else if (MENU[i]->typ==MENUGROUP1)
color=(val)?col_on:col_off; //Color = col_on:col_off (Green:Red as Example)
else
color=(val)?col_on:col_off; //Color = col_on:col_off (Green:Red as Example)
DrawBorderedBox(x,cy,10,10,D3DCOLOR_ARGB(255, 000, 000, 000),color,pDevice); //Drawing our Box before Menu Items (In Black and in your choosen color)
pFont->DrawText((float)x+15, (float)cy, col_item,MENU[i]->txt,D3DFONT_SHADOW); //New Calculation,Drawing Menu Items
if (MENU[i]->opt) {
pFont->DrawText((float)(x+ofs), (float)cy, color,(char *)MENU[i]->opt[val],D3DFONT_RIGHT|D3DFONT_SHADOW); //Drawing on/off
}
}/*Original is made by Hans211,Modified by KingClem™*/
cy+=height;
}
}
New Drawbordered Function modified by KingClem™,Original from idk...
Code:
HRESULT D3DMenu::DrawBorderedBox(int x, int y, int h, int w,DWORD color1, DWORD color2, LPDIRECT3DDEVICE9 pDevice)
{
struct croner { D3DXVECTOR4 p; DWORD c; } cr[5];
// coord -0.5f prevents point filtering distorsions at the edges (smudging)
cr[0].p = D3DXVECTOR4(x+0-0.5f,y+h-0.5f,0.0f,1.0f); cr[0].c = color1;
cr[1].p = D3DXVECTOR4(x+0-0.5f,y+0-0.5f,0.0f,1.0f); cr[1].c = color1;
cr[2].p = D3DXVECTOR4(x+w-0.5f,y+h-0.5f,0.0f,1.0f); cr[2].c = color1;
cr[3].p = D3DXVECTOR4(x+w-0.5f,y+0-0.5f,0.0f,1.0f); cr[3].c = color1;
pDevice->SetTexture(0, NULL);
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
pDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
pDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, cr, sizeof(croner));
// coord -0.5f prevents point filtering distorsions at the edges (smudging)
cr[0].p = D3DXVECTOR4(x+0-0.5f,y+h-0.5f,0.0f,3.0f); cr[0].c = color2;
cr[1].p = D3DXVECTOR4(x+0-0.5f,y+0-0.5f,0.0f,3.0f); cr[1].c = color2;
cr[2].p = D3DXVECTOR4(x+w-0.5f,y+0-0.5f,0.0f,3.0f); cr[2].c = color2;
cr[3].p = D3DXVECTOR4(x+w-0.5f,y+h-0.5f,0.0f,3.0f); cr[3].c = color2;
cr[4].p = D3DXVECTOR4(x+0-0.5f,y+h-0.5f,0.0f,3.0f); cr[4].c = color2;
pDevice->SetTexture(0, NULL);
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
pDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 3, cr, sizeof(croner));
return S_OK;
}
It can look like this:
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Man kann screen ned sehen
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10/30/2011, 18:31
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#5672
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elite*gold: 0
Join Date: Oct 2011
Posts: 233
Received Thanks: 80
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Quote:
Originally Posted by _TradEmArk_ ™
Man kann screen ned sehen
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Screen wird von AntiVirus blockiert xDD
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10/30/2011, 18:36
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#5673
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elite*gold: 1
Join Date: May 2011
Posts: 1,490
Received Thanks: 196
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îch kann screen sehen^^
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10/30/2011, 18:40
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#5674
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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Quote:
Originally Posted by KingClem™
Ma wieder gelangweilt:
New ShowMenu function.
New Drawbordered Function modified by KingClem™,Original from idk...
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Also bitte, das erste ist nur so minimal modifiziert, da kann man nur lachen, dass du das deswegen postest. Dafür gehen allenfalls Credits an Hans211.
Das Gleiche mit der zweiten Funktion - Die ist von Croner... und was hast du modifiziert? So gut wie nichts.
Eine richtig gute DrawBorderedRectangle Function braucht den PrimitiveType D3DPT_TRIANGLESTRIP, D3DPT_TRIANGLELIST oder D3DPT_LINELIST sowie maximal 8 Vertices und einmaliges Rendern.
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10/30/2011, 20:58
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#5675
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elite*gold: 0
Join Date: Nov 2010
Posts: 1,548
Received Thanks: 333
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ist hier immer noch keine d3d base oben ? ich finde auf jedenfall keine .
wenn jemand eine gute hat , dann please pn mit dl
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10/31/2011, 08:26
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#5676
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elite*gold: 6
Join Date: Mar 2010
Posts: 1,184
Received Thanks: 834
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schau mal hier
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10/31/2011, 12:43
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#5677
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elite*gold: 0
Join Date: Nov 2009
Posts: 126
Received Thanks: 95
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#Suche
-RapidFire Memory
-NoReload Memory
Ty :P
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10/31/2011, 17:49
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#5678
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elite*gold: 0
Join Date: Nov 2010
Posts: 1,548
Received Thanks: 333
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suche die addy von gm warning
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10/31/2011, 19:15
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#5679
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elite*gold: 198
Join Date: Feb 2011
Posts: 1,702
Received Thanks: 160
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#request auto start / ready
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11/01/2011, 12:25
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#5680
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elite*gold: 6
Join Date: Mar 2010
Posts: 1,184
Received Thanks: 834
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Quote:
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suche die addy von gm warning
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==>
Quote:
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#request auto start / ready
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mein Code:
Code:
if(AutoStart == 1)
{
if(dwPlayerPtr == 0)
{
SetCursorPos(450,90);
Sleep(20);
mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
Sleep(20);
mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
Sleep(20);
}
}
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11/01/2011, 13:13
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#5681
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elite*gold: 0
Join Date: Aug 2011
Posts: 283
Received Thanks: 121
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Suche die Positionen für Zombie Opk
Ich möchte die so nähe ammos haben wie Siro seins
Meine sind in mom:
/*Blind Bullet*/
ZombieOPKPosX = 3805.408936;
ZombieOPKPosY = 104.5786362;
ZombieOPKPosZ = 3798.268799;
/*Broken Sunset*/
ZombieOPKPosX = 3249.44751;
ZombieOPKPosY = 485.1827393;
ZombieOPKPosZ = 3052.904541;
/*Light House*/
ZombieOPKPosX = 3064.141113;
ZombieOPKPosY = -25.95392418;
ZombieOPKPosZ = 3055.297852;
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11/01/2011, 13:17
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#5682
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elite*gold: 6
Join Date: Mar 2010
Posts: 1,184
Received Thanks: 834
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Quote:
Suche die Positionen für Zombie Opk
Ich möchte die so nähe ammos haben wie Siro seins
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benutz doch einfach einen Position Logger dann kannst du die Positionen frei wählen...
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11/01/2011, 13:17
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#5683
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elite*gold: 0
Join Date: Aug 2011
Posts: 283
Received Thanks: 121
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Quote:
Originally Posted by Neqqa™
benutz doch einfach einen Position Logger dann kannst du die Positionen frei wählen...
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 stimmt sry
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11/01/2011, 13:35
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#5684
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elite*gold: 2
Join Date: Jun 2010
Posts: 748
Received Thanks: 170
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Hat sich die NFD source verändert? Oder stimmt meine addy nicht?
Meine NFD addy: #define OFS_NFD 0x00102C8
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11/01/2011, 14:07
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#5685
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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 Neqqa™
==>
mein Code:
Code:
if(AutoStart == 1)
{
if(dwPlayerPtr == 0)
{
SetCursorPos(450,90);
Sleep(20);
mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
Sleep(20);
mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
Sleep(20);
}
}
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benutzt das das hier geht auf allen os:
Code:
DWORD PlayerPointer = *(DWORD*)ADR_PLAYERPOINTER;
DWORD ServerPointer = *(DWORD*)ADR_SERVERPOINTER;
DWORD StartPointer = *(DWORD*)(0x000000);
DWORD GameStart = 0x000000;
if(ServerPointer != 0)
{
if(cvar.PowerLevelRoomStart)
{
if(*(int*)(ServerPointer+0x11B7F8) == *(int*)(ServerPointer+0xFD158) || *(int*)((Basepointer + 0x0001C30)+(0x1CF8*(*(int*)(ServerPointer+0x11B7F8))))!=1)
{
if(StartPointer )
{
StartPointer = *(DWORD*)(StartPointer + 0xA4);
if(StartPointer)
{
StartPointer = *(DWORD*)(StartPointer + 0x8E0);
if(StartPointer )
{
Sleep(700);
{
__asm
{
push StartPointer;
call [GameStart];
}
}
}
}
}
}
}
}
oder machts so wenn ihr einen keyboard hook habt den ich auch irgend wo hier geposted habe:
Code:
PostMessage (0, WM_KEYDOWN, VK_F5, GetLParam(VK_F5));
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