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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 12/14/2011, 21:36   #6091
 
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hab mal ne frage kann man das auch so machen:
Quote:
void cPxItems()
{
DWORD cSniper = ADR_SniperClip;
DWORD cAssault = ADR_AssaultClip;
DWORD cBandage = ADR_BandageItem;

_asm
{
MOV EAX,cSniper
MOV BYTE PTR DS:[EAX],1
}
_asm
{
MOV EAX,cAssault
MOV BYTE PTR DS:[EAX],1
}
_asm
{
MOV EAX,cBandage
MOV BYTE PTR DS:[EAX],1
}
}
es funktioniert in game aber ist das so auch sicherer oder überhaupt sicher?
und vor allem ist es besser als *(BYTE*)(ADDY)=0x1;
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Old 12/14/2011, 21:52   #6092
 
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Quote:
Originally Posted by DashWar View Post
hab mal ne frage kann man das auch so machen:
Quote:
void cPxItems()
{
DWORD cSniper = ADR_SniperClip;
DWORD cAssault = ADR_AssaultClip;
DWORD cBandage = ADR_BandageItem;

_asm
{
MOV EAX,cSniper
MOV BYTE PTR DS:[EAX],1
}
_asm
{
MOV EAX,cAssault
MOV BYTE PTR DS:[EAX],1
}
_asm
{
MOV EAX,cBandage
MOV BYTE PTR DS:[EAX],1
}
}
es funktioniert in game aber ist das so auch sicherer oder überhaupt sicher?
und vor allem ist es besser als *(BYTE*)(ADDY)=0x1;
im grunde ist es also das selber das einzige was sein kann ist das es schneller ist weil du es direkt in der warrock.exe veränderst aber ka obs auch so ist
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Old 12/14/2011, 21:57   #6093
 
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Quote:
Originally Posted by DashWar View Post
...
Es ist nicht sicherer, sondern aufwändiger.
Außerdem:
__asm mov byte ptr ds:[ADDY], 1h
hätte den gleichen Effekt, denn es ist genau das, zu dem
*(unsigned char *)ADDY = 0x1;
kompiliert wird.
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Old 12/14/2011, 22:05   #6094
 
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Quote:
Originally Posted by __underScore View Post
Es ist nicht sicherer, sondern aufwändiger.
Außerdem:
__asm mov byte ptr ds:[ADDY], 1h
hätte den gleichen Effekt, denn es ist genau das, zu dem
*(unsigned char *)ADDY = 0x1;
kompiliert wird.
hats denn eigentlich überhaupt irgenein vorteil es mit _asm zu schreiben?
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Old 12/14/2011, 22:14   #6095
 
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Quote:
Originally Posted by DashWar View Post
hats denn eigentlich überhaupt irgenein vorteil es mit _asm zu schreiben?
Man ist freier in dem, was man macht. Direkten Sinn hat es eigentlich nur, wenn man eine Subroutine schreibt, die das Scope __declspec(naked) hat, weil diese dann keinen Funktionsheader und -footer hat.
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Old 12/17/2011, 01:09   #6096
 
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#request position of marien bomb a
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Old 12/17/2011, 01:24   #6097
 
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Quote:
Originally Posted by Dogukan47 View Post
#request position of marien bomb a
Code:
if (CH_BombA)
{
DWORD dwPlayerPointer = *(DWORD*)ADR_PlayerPointer;
if(dwPlayerPointer != 0)
{
*(float*)(dwPlayerPointer + OFS_X) = 3667.35;
*(float*)(dwPlayerPointer + OFS_Y) = 2512.45;
*(float*)(dwPlayerPointer + OFS_Z) = 62.7025;
}
}

if (CH_BombB)
{
DWORD dwPlayerPointer = *(DWORD*)ADR_PlayerPointer;
if(dwPlayerPointer != 0)
{
*(float*)(dwPlayerPointer + OFS_X) = 2651.6;
*(float*)(dwPlayerPointer + OFS_Y) = 3469.19;
*(float*)(dwPlayerPointer + OFS_Z) = 62.7025;
}
}
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Old 12/17/2011, 19:52   #6098
 
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Request MessageBox
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Old 12/17/2011, 23:19   #6099
 
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////void __cdecl MsgBox(char* text){
//// void* MsgF = (void*) 0x71BCE0;
//// void* MsgG = (void*) 0x43DD70;
//// _asm
//// {
//// push ecx
//// mov ecx, esp
//// mov [esp+8], esp
//// push text
//// call MsgF
//// call MsgG
//// add esp, 4
//// }
//// }
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Old 12/17/2011, 23:56   #6100
 
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Quote:
Originally Posted by hero9910 View Post
////void __cdecl MsgBox(char* text){
//// void* MsgF = (void*) 0x71BCE0;
//// void* MsgG = (void*) 0x43DD70;
//// _asm
//// {
//// push ecx
//// mov ecx, esp
//// mov [esp+8], esp
//// push text
//// call MsgF
//// call MsgG
//// add esp, 4
//// }
//// }
uralt and wrong
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Old 12/18/2011, 01:11   #6101
 
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habe einfach google benutzt kp brauche den mist auch nicht
€:600 Beitrag
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Old 12/18/2011, 11:43   #6102
 
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//Messagebox
VOID WRSendMsgBox(CHAR* dwText)
{
DWORD dwMsgBox = ADR_SENDMESSAGEBOX;
__asm
{
PUSH dwText
CALL dwMsgBox
POP ECX
}
}

#define ADR_SENDMESSAGEBOX 0x419137

VOID ServerHacks()
{
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPOINTER;
if ( dwServerPtr == 0 )
{
if ( SendMsgBox == FALSE )
{
SendMsgBox = TRUE;
}
}
if ( dwServerPtr != 0 )
{
if ( SendMsgBox == TRUE )
{
WRSendMsgBox("BlackLegend D3D >> Welcome to Public Cheat!");
SendMsgBox = FALSE;
}
}
}

//GameText
void CalledThread()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if ( dwPlayerPtr !=0 )
{
if ( IngameMessage == true )
{
PrintText("BlackLegend D3D >> BlackLegend Public Beta",(BYTE*)0x00,(BYTE*)0x00,(BYTE*)0xCD);
IngameMessage = false;
}
}
}

void PrintText (char *szName, BYTE *Red, BYTE *Green, BYTE *Blue)
{
DWORD dwCallText = ADR_GameText;

__asm
{
push 0x0
push Red
push Green
push Blue
mov ecx,szName
call [dwCallText]
}
}

#define ADR_GameText 0x4E33EC


Have Fun
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Old 12/18/2011, 11:57   #6103
 
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Quote:
Originally Posted by SK1LL0R.. View Post
//Messagebox

VOID WRSendMsgBox(CHAR* dwText)
{
DWORD dwMsgBox = ADR_SENDMESSAGEBOX;
__asm
{
PUSH dwText
CALL dwMsgBox
POP ECX
}
}

......

....
..
Code:
DWORD ADR_ASSEMBLY_MESSAGEBOX     = 0x419137;
Code:
VOID WINAPIV WRSendMsgBox(CONST CHAR* chText)
{
    DWORD dwMsgBox = ADR_ASSEMBLY_MESSAGEBOX;
    __asm
    {
        PUSH chText
        CALL dwMsgBox 
        ADD ESP,4
    }
}
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Old 12/18/2011, 12:02   #6104
 
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error C3861: 'PrintText': identifier not found :/
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Old 12/18/2011, 12:16   #6105
 
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@Wolf => you have to set void PrintText(....) above the call xD
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