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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 01/07/2012, 09:55   #6241
 
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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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Old 01/07/2012, 11:37   #6242
 
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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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Old 01/07/2012, 14:16   #6243
 
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Quote:
Originally Posted by SK1LL0R.. View Post
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.
You have only added some useless things ._.
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Old 01/07/2012, 16:51   #6244
 
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Quote:
Originally Posted by _TradEmArk_ ™ View Post
Code:
if( UnlAmmo )
{
if(IsPlayerShooting())
{
UnlAmmoP.Patch();
}
else
{
UnlAmmoP.Restore();
}
}

You can turn it off.
Where is the address?
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Old 01/08/2012, 02:26   #6245
 
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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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Old 01/08/2012, 10:12   #6246
 
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NFD + SuperJump Code ?


THANKS
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Old 01/08/2012, 20:38   #6247
 
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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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Old 01/08/2012, 20:50   #6248

 
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Quote:
Originally Posted by WARROCK_CODER View Post
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; 
}
}
Deine "Superjump" Source ist Skywalk
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Old 01/09/2012, 14:21   #6249
 
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if(Test)
{
*(float*)(Serverx+OFS_PLAYERMOVE) = 20;
}


#define OFS_PLAYERMOVE 0x0011B800
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Old 01/09/2012, 17:38   #6250
 
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if(Spectate)
{
*(float*)(Serverx+OFS_PLAYERMOVE) = 20;
}
Playermove ist anderst.
€: Spectate Credits gehen zu mir :>O
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Old 01/09/2012, 18:18   #6251
 
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Quote:
Originally Posted by SK1LL0R.. View Post
if(Spectate)
{
*(float*)(Serverx+OFS_PLAYERMOVE) = 20;
}
Playermove ist anderst.
€: Spectate Credits gehen zu mir :>O
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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Old 01/09/2012, 19:10   #6252
 
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Relativ du hast die addy aus dem Addy Thread :>)
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Old 01/09/2012, 21:59   #6253
 
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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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Old 01/10/2012, 18:25   #6254
 
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braucht man bypass oder geht so?
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Old 01/10/2012, 19:26   #6255
 
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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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