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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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01/07/2012, 09:55
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#6241
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elite*gold: 0
Join Date: Oct 2011
Posts: 32
Received Thanks: 47
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If someone need this:
How to make a CBase Logger
What you need:
-RemotePointer
-PlayerPointer
-A logger
First we do pattern of remotepointer(0x00B0FD40)
Code:
DWORD dwRemotePointer = FindPattern((PBYTE)"\x2B\x05\x00\x00\x00\x00\x33\xF6\xC1\xF8\x02\x89\x1D\x00\x00\x00\x00", "xx????xxxxxxx????", 2, true);
then we need playerpointer pattern (so if anyone have it i post it xD) :
Code:
DWORD dwPlayerPointer = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\x3B\xC3\x74\x00};", "x???xxxx?", 1, true);
Then we must calculate the address of the char "unknow0[xxxx]" so for do it:
RemotePointer-PlayerPointer-0x4 and we have our magic number 11E190 xD
For convert it to decimal in hexadecimal we must write in the logger:
Code:
Writelog("struct CBase");
Writelog("{");
Writelog(" CPlayer* local;");
Writelog(" char* unknow[%d]",(dwRemotePointer-dwPlayerPointer-0x4));
Writelog(" CPlayer** player;");
Writelog("};");
Writelog("CBase* pPlayer = (CBase*)(ADR_PLAYERPOINTER);");
%d convert our 11E190 in 1171856.
Credtis:
RemotePointer -> xCyniu
Patterns ->me(xDuff)
Guide->me(xDuff)
Be happy xD
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01/07/2012, 11:37
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#6242
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elite*gold: 0
Join Date: Sep 2011
Posts: 326
Received Thanks: 760
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DWORD dwRemotePointer = FindPattern((PBYTE)"\x2B\x05\x00\x00\x00\x00\x33\x F6\xC1\xF8\x02\x89\x1D\x00\x00\x00\x00", "xx????xxxxxxx????", 2, true);
DWORD dwPlayerPointer = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\x3B\xC3\x 74\x00};", "x???xxxx?", 1, true);
Writelog("#define ADR_PLAYERPOINTER 0x%X",dwPlayerPointer);
Writelog("#define ADR_REMOTEPOINTER 0x%X",dwRemotePointer);
Writelog("struct CBase");
Writelog("{");
Writelog(" CPlayer* plocal;");
Writelog(" char* unknown0[%d]",(dwRemotePointer-dwPlayerPointer-0x4));
Writelog(" CPlayer** player;");
Writelog("};");
Writelog("CBase* pPlayer = (CBase*)0x%X;",dwPlayerPointer);
Better.
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01/07/2012, 14:16
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#6243
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elite*gold: 0
Join Date: Oct 2011
Posts: 32
Received Thanks: 47
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Quote:
Originally Posted by SK1LL0R..
DWORD dwRemotePointer = FindPattern((PBYTE)"\x2B\x05\x00\x00\x00\x00\x33\x F6\xC1\xF8\x02\x89\x1D\x00\x00\x00\x00", "xx????xxxxxxx????", 2, true);
DWORD dwPlayerPointer = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\x3B\xC3\x 74\x00};", "x???xxxx?", 1, true);
Writelog("#define ADR_PLAYERPOINTER 0x%X",dwPlayerPointer);
Writelog("#define ADR_REMOTEPOINTER 0x%X",dwRemotePointer);
Writelog("struct CBase");
Writelog("{");
Writelog(" CPlayer* plocal;");
Writelog(" char* unknown0[%d]",(dwRemotePointer-dwPlayerPointer-0x4));
Writelog(" CPlayer** player;");
Writelog("};");
Writelog("CBase* pPlayer = (CBase*)0x%X;",dwPlayerPointer);
Better.
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You have only added some useless things ._.
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01/07/2012, 16:51
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#6244
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elite*gold: 0
Join Date: Nov 2011
Posts: 41
Received Thanks: 2
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Quote:
Originally Posted by _TradEmArk_ ™
Code:
if( UnlAmmo )
{
if(IsPlayerShooting())
{
UnlAmmoP.Patch();
}
else
{
UnlAmmoP.Restore();
}
}
You can turn it off.
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Where is the address?
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01/08/2012, 02:26
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#6245
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 434
Received Thanks: 396
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Ehsvc.dll Dumped:
Hab noch XXBarcAxx Hack dazu gepackt da er reines C&P betreibt und ich das nicht mag =D nunja
Enjoy ,vlt braucht einer was von dem kleinen hack  Enjoy
Virustotal:
Download:
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01/08/2012, 10:12
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#6246
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elite*gold: 0
Join Date: Jan 2012
Posts: 26
Received Thanks: 5
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NFD + SuperJump Code ?
THANKS
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01/08/2012, 20:38
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#6247
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elite*gold: 27
Join Date: Sep 2011
Posts: 303
Received Thanks: 73
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Code:
if(CH_NFD_Player)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr + OFS_NFD) = -9900;
}
}
Code:
if (CH_Super_Jump==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(dwPlayerPtr+OFS_Z) = 500;
}
}
if (CH_Super_Jump==2)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(dwPlayerPtr+OFS_Z) = 1500;
}
}
if (CH_Super_Jump==3)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(dwPlayerPtr+OFS_Z) = 2000;
}
}
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01/08/2012, 20:50
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#6248
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elite*gold: 900
Join Date: Apr 2009
Posts: 14,981
Received Thanks: 11,403
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Quote:
Originally Posted by WARROCK_CODER
Code:
if(CH_NFD_Player)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr + OFS_NFD) = -9900;
}
}
Code:
if (CH_Super_Jump==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(dwPlayerPtr+OFS_Z) = 500;
}
}
if (CH_Super_Jump==2)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(dwPlayerPtr+OFS_Z) = 1500;
}
}
if (CH_Super_Jump==3)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(dwPlayerPtr+OFS_Z) = 2000;
}
}
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Deine "Superjump" Source ist Skywalk
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01/09/2012, 14:21
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#6249
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elite*gold: 0
Join Date: Dec 2011
Posts: 35
Received Thanks: 11
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if(Test)
{
*(float*)(Serverx+OFS_PLAYERMOVE) = 20;
}
#define OFS_PLAYERMOVE 0x0011B800
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01/09/2012, 17:38
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#6250
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elite*gold: 0
Join Date: Sep 2011
Posts: 326
Received Thanks: 760
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if(Spectate)
{
*(float*)(Serverx+OFS_PLAYERMOVE) = 20;
}
Playermove ist anderst.
€: Spectate Credits gehen zu mir :>O
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01/09/2012, 18:18
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#6251
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elite*gold: 0
Join Date: Dec 2011
Posts: 35
Received Thanks: 11
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Quote:
Originally Posted by SK1LL0R..
if(Spectate)
{
*(float*)(Serverx+OFS_PLAYERMOVE) = 20;
}
Playermove ist anderst.
€: Spectate Credits gehen zu mir :>O
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lol. als wenn  ! Durch mich haste die funktion überhaupt hinbekommen..
Wenn dann zu uns  !
Das soll kein Playmove sein. Playmove soollte nicht puplic werden.
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01/09/2012, 19:10
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#6252
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elite*gold: 0
Join Date: Sep 2011
Posts: 326
Received Thanks: 760
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Relativ du hast die addy aus dem Addy Thread :>)
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01/09/2012, 21:59
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#6253
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elite*gold: 15
Join Date: Apr 2011
Posts: 1,524
Received Thanks: 971
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Unl. Ammo
Credits: AeroMan
Source:
Code:
DWORD ADR_Unlammo = *(DWORD*)(0x9F1B24); //Define Unlimited ammo adress
DWORD dwPlayer = *(DWORD*)(0x9F1BAC); //Define PlayerPtr adress
struct unlammo //Define struct name
{
void Patch(); //Define Patch
void Restore(); //Define Restore
DWORD dwPtr; //Define dwPtr (where we will store our value in)
__int64 haslogged; //Define haslogged (where we will switch)
}; unlammo *cAmmo; //Makes the struct usable as cAmmo->
void unlammo::Patch() //Define the Patch
{
if(dwPlayer != 0) //If our PlayerPtr is active (if we are ingame)
{
if(haslogged == 0) //And haslogged is not true (0)
{
unlammo::dwPtr = *(DWORD*)(ADR_Unlammo); //We will store our Unlimited Ammo value in the dwPtr (what we declared in our struct)
haslogged = 1; //Haslogged is true (1)
}
*(DWORD*)(ADR_Unlammo) = 0; //We will turn on our Unlammo
}
}
void unlammo::Restore() //Define the Restore
{
if(dwPlayer != 0) //if our PlayerPtr is active (if we are ingame)
{
*(DWORD*)(ADR_Unlammo) = unlammo::dwPtr; //We will restore the original value of the Unlimited Ammo
}
}
How to use:
Code:
if(Unlammo==1) //If Unlammo is true (1) then
{
if(GetAsyncKeyState(VK_ESCAPE)) //If we get the Escape Key then (ex. we exit a game)
{
cAmmo->Restore(); //We restore the original value
}else if(dwServer != 0) //Or if our ServerPtr is active (we are outgame)
{
cAmmo->Restore(); //We restore the original value
}
cAmmo->Patch(); //We enable our patch (Unlimited Ammo) will be on
if(Unlammo==0) //If Unlammo is false (0) then
{
cAmmo->Restore(); //We restore the original value
}
}
Enjoy and give Credits to AeroMan !
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01/10/2012, 18:25
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#6254
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elite*gold: 0
Join Date: Oct 2010
Posts: 557
Received Thanks: 93
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braucht man bypass oder geht so?
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01/10/2012, 19:26
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#6255
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elite*gold: 8
Join Date: Oct 2011
Posts: 656
Received Thanks: 1,895
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Super Unlimited Ammo
Code:
DWORD wep = *(DWORD*)((DWORD)g_pBase->MyPlayer + 0x00C434);
if(wep && !GetAmmo)
{
for(int i = 0; i < g_pEsp.GetWeaponCount(wep); i++)
{
CPWeapon *Temp = g_pEsp.GetWeaponAmmo(wep,i);
if(Temp)
{
pAmmo[i].Bullets = Temp->AmmoDiv / Temp->Ammo;
pAmmo[i].Clips = Temp->ClipDiv / Temp->Clip;
}
}
GetAmmo = true;
}
if(pFolders.Weapons.UnlAmmo)
{
if(wep)
{
CPWeapon *Weapon = g_pEsp.GetWeaponAmmo(wep,g_pBase->MyPlayer->weapon);
if(Weapon && Weapon->AmmoDiv / Weapon->Ammo <= 2)
{
Weapon->AmmoDiv = (pAmmo[g_pBase->MyPlayer->weapon].Bullets * 2);
Weapon->Ammo = 2;
}
}
}
Credits: UnknownPK
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