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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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View Poll Results: Wie findet ihr diesen Thread
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Klasse!
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78 |
60.94% |
Geht so
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17 |
13.28% |
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Sinnlos, braucht keiner
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33 |
25.78% |
11/20/2011, 19:31
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#5881
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elite*gold: 0
Join Date: Oct 2011
Posts: 81
Received Thanks: 40
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if(RollSpeed==0)
*(float*)ADR_ROLLSPEED = 1,75f
else
*(float*)ADR_ROLLSPEED = 1,75f * (RollSpeed + 1);
Ich würde es so machen^^
Bei Fehlern, einfach bescheid sagen
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11/20/2011, 19:36
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#5882
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elite*gold: 0
Join Date: Oct 2011
Posts: 9
Received Thanks: 0
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#request Cqc Prone...
#define ADR_CQCPRONE 0x8B1838
if (opt.player.cqcprone)
{
if (GetAsyncKeyState('C'))
{
*(double*)ADR_CQCPRONE=3.0f;
}
for some reason it crashes
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11/20/2011, 19:45
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#5883
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elite*gold: 26
Join Date: Dec 2010
Posts: 4,343
Received Thanks: 2,395
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Code:
bool bChangedValue = true;
int oldValue;
if(sProne)
{
int *pProne = (int *)ADR_CQCPRONE;
if( GetAsyncKeyState('C')&1 )
{
if( bChangedValue )
{
oldValue = *pProne;
bChangedValue = false;
}
*pProne = 3;
}
else
{
if( !bChangedValue )
{
*pProne = oldValue;
bChangedValue = true;
}
}
}
Credits: kp mehr leider
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11/20/2011, 19:56
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#5884
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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 hero9910
Code:
bool bChangedValue = true;
int oldValue;
if(sProne)
{
int *pProne = (int *)ADR_CQCPRONE;
if( GetAsyncKeyState('C')&1 )
{
if( bChangedValue )
{
oldValue = *pProne;
bChangedValue = false;
}
*pProne = 3;
}
else
{
if( !bChangedValue )
{
*pProne = oldValue;
bChangedValue = true;
}
}
}
Credits: kp mehr leider 
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yazzn
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11/20/2011, 20:33
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#5885
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elite*gold: 0
Join Date: Oct 2010
Posts: 147
Received Thanks: 95
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Wallhack
Code:
if (WallHack)
{
if ( m_Stride == 36 || m_Stride == 32 )
{
pDevice->SetRenderState(D3DRS_ZENABLE,0);
pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState(D3DRS_ZENABLE,1);
}
}
Thanks to: Venom'
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11/21/2011, 06:28
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#5886
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elite*gold: 0
Join Date: Jun 2011
Posts: 92
Received Thanks: 94
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Quote:
Originally Posted by CyberVeezy :)
AntiAbnormalGamePlay by CyberRazzer
Code:
#define ADR_ANTIABNORMALGAMEPLAY1 0x079E776
#define ADR_ANITABNORMALGAMEPLAY2 0x079E778
#define ADR_ANTIABNORMALGAMEPLAY2 0x079E710
Source
if(AbnormayGameplay ==1)
{
*(int*)ADR_ANTIABNORMALGAMEPLAY1 = 1;
*(int*)ADR_ANTIABNORMALGAMEPLAY2 = 1;
*(int*)ADR_ANTIABNORMALGAMEPLAY3 = 0;
}
//Credits: CyberVeezy(Addys searched), CyberRazzer(Source)
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Die Addys sind falsch.
1: 776
2: 778
3: 710
..?
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11/21/2011, 14:29
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#5887
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elite*gold: 1
Join Date: Oct 2011
Posts: 1,117
Received Thanks: 1,520
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Quote:
Originally Posted by .Electro'
Die Addys sind falsch.
1: 776
2: 778
3: 710
..?
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Also bei mir funktioniert es und wenn es bei euch nicht geht, Pech gehabt ;P
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11/21/2011, 14:33
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#5888
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elite*gold: 0
Join Date: Nov 2011
Posts: 41
Received Thanks: 2
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#request unli ammoMEM for no menu with On/off
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11/21/2011, 15:06
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#5889
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elite*gold: 0
Join Date: Nov 2011
Posts: 39
Received Thanks: 4
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Request GmWarn please
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11/21/2011, 16:44
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#5890
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elite*gold: 0
Join Date: Oct 2011
Posts: 89
Received Thanks: 64
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Quote:
Originally Posted by Mr. Muscle
#request unli ammoMEM for no menu with On/off
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Einfach float auf 0 für an und 1 für off.
und gmwarn einfach nen check nach entweder byte change oder nach nem string
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11/21/2011, 17:27
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#5891
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elite*gold: 1
Join Date: Nov 2011
Posts: 437
Received Thanks: 421
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Quote:
Originally Posted by WarFk
Einfach float auf 0 für an und 1 für off.
und gmwarn einfach nen check nach entweder byte change oder nach nem string
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Code:
int UnlAmmo;
if(UnlAmmo)
{
*(float*)MEM_UNLAMMO=0
}
else
{
*(float*)MEM_UNLAMMO=1
}
So ist auch Crashgefahr ;)
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11/21/2011, 18:46
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#5892
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elite*gold: 0
Join Date: Sep 2010
Posts: 10,215
Received Thanks: 5,781
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Quote:
Originally Posted by Venom'
Code:
int UnlAmmo;
if(UnlAmmo)
{
*(float*)MEM_UNLAMMO=0
}
else
{
*(float*)MEM_UNLAMMO=1
}
So ist auch Crashgefahr ;)
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Normalerweise müsste das einen Error geben weil das if-Statement kein booleanscher Ausdruck ist. Zumindest in Delphi müsste man da UnlAmmo als bool casten. Ob in cpp der Compiler da großzügig drüberhinweg sieht weiß ich nicht.
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11/21/2011, 19:06
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#5893
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elite*gold: 1
Join Date: Nov 2011
Posts: 437
Received Thanks: 421
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Quote:
Originally Posted by Wolf0fmusic
Request GmWarn please 
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Code:
char RenameMeifyouwant [50];
char RenameMeIfyouWanttoo[333];
if(CH_GM==1)
{
char *RenameMeifyouwant =(char*) (ADR_GmWarning);// RenameMe... = Addy ..
if (strlen(RenameMeifyouwant)>2)
{
sprintf(RenameMeIfyouWanttoo, "R3d~L!n3 WARNING : TYPE WHAT YOU NEED", ADR_GmWarning); //Check Messege
DrawFont(400,400,RED,RenameMeIfyouWanttoo);//BackGround So you can see messege better
}
}
if(CH_GM==2) // Simple if Admin logged = Get me Out
{
char *RenameMeifyouwant = (char *) (ADR_GmWarning);
if (strlen(RenameMeifyouwant ) > 2)
{
ExitProcess(0); // You Can Add key or nutella its back to you
}
}
Credits : R3d~L!n3
Quote:
Originally Posted by Nomad'
Normalerweise müsste das einen Error geben weil das if-Statement kein booleanscher Ausdruck ist. Zumindest in Delphi müsste man da UnlAmmo als bool casten. Ob in cpp der Compiler da großzügig drüberhinweg sieht weiß ich nicht.
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Nein, zeigt keinen error an und klappt auch InGame.
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11/21/2011, 19:48
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#5894
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elite*gold: 0
Join Date: Feb 2011
Posts: 460
Received Thanks: 794
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Quote:
Originally Posted by Venom'
Code:
int UnlAmmo;
if(UnlAmmo)
{
*(float*)MEM_UNLAMMO=0
}
else
{
*(float*)MEM_UNLAMMO=1
}
So ist auch Crashgefahr ;)
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When you exit room crashed
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11/21/2011, 19:57
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#5895
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elite*gold: 0
Join Date: Feb 2010
Posts: 1,359
Received Thanks: 306
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Request STW Source
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