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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 03/20/2012, 14:12   #6616
 
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Quote:
Originally Posted by cheatslaw View Post
What is the point of this?
Its done with addys, and next update you have to update it like every addy, your only giving yourself more work
Quote:
Originally Posted by Made_619 View Post
[...]
Correct.
The Distance between the addys is ever the same (0x4).
If there is an update, you only have to edit the "[10510716]".
Because 10510716 is 0xA0617C in decimal.
Only Upate this "[10510716]" with the new decimal addy.
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Old 03/20/2012, 19:29   #6617
 
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Quote:
Originally Posted by Made_619 View Post
Wrong!

struct Fast
{
CHAR Chowniiqhtz1[10510716];//0x00
float FastAmmo;//0xA0617C
CHAR Chowniiqhtz2[4];//0xA06180
float FastRepair;//0xA06184
CHAR Chowniiqhtz3[4];//0xA06188
float FastHealth;//0xA0618C
CHAR Chowniiqhtz4[4];//0xA06190
float FastFlag;//0xA06194
}

You need only the updated FastAmmo Adr.Then you convert it in decimal.Now you must repleace only the red marked text with your converted FastAmmo Adr.And then it's updated.
Why would you even do it like that?
its way more work then just updating the adress?

Code:
#define FullBright1 0x04 <- example
#define FullBright2 FullBright1+0x4
#define FullBright3 FullBright2+0x4
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Old 03/20/2012, 19:46   #6618
 
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Quote:
Originally Posted by cheatslaw View Post
Why would you even do it like that?
its way more work then just updating the adress?

Code:
#define FullBright1 0x04 <- example
#define FullBright2 FullBright1+0x4
#define FullBright3 FullBright2+0x4
why not? People can do it like that ._.
I only use structs in my Base, its more clear
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Old 03/20/2012, 20:16   #6619
 
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My Private CPlayer Structs from my Struct logger:

Code:
struct CPlayer
{
	char xUnknown1[50236];//0x00
	float NoRecoil1;//0xC43C
	float NoRecoil2;//0xC440
	float NoRecoil3;//0xC444
	char xUnknown2[69];//0xC448
	BYTE Index;//0xC48D
	char xUnknown3[22];//0xC48E
	float GravityX;//0xC4A4
	float GravityY;//0xC4A8
	float GravityZ;//0xC4AC
	char xUnknown4[10441640];//0xC4B0
	int WeaponState;//0xA01858 Maybe false
	char xUnknown5[65784];//0x4
	float NoSpread;//0x100FC
	float FastNadeBlast;//0x10100
	char xUnknown6[144];//0x10104
	float Pitch;//0x10194
	char xUnknown7[24];//0x10198
	float Yaw;//0x101B0
	char xUnknown8[12];//0x101B4
	float ViewX;//0x101C0
	float ViewY;//0x101C4
	float ViewZ;//0x101C8
	char xUnknown9[12];//0x101CC
	WORD Weapon1;//0x101D8
	WORD Weapon2;//0x101DA
	WORD Weapon3;//0x101DC
	char xUnknown10[90];//0x101DE
	BYTE PlayerState;//0x10238
	char xUnknown11[155];//0x10239
	float NoFallDamage;//0x102D4
	char xUnknown12[20];//0x102D8
	float PosX;//0x102EC
	char xUnknown13[12];//0x102F0
	float PosY;//0x102E4
	char xUnknown14[12];//0x102E8
	float PosZ;//0x102F4
	char xUnknown15[96];//0x102F8
	DWORD AutoPlant;//0x10358
	DWORD AutoDefuse;//0x1035C
	char xUnknown16[14];//0x10360
	DWORD AutoShot;//0x1036E
	char xUnknown17[106];//0x10372
	float NoM134Idle;//0x103DC
};
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Old 03/21/2012, 14:48   #6620

 
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Quote:
Originally Posted by _BuRn3R_ View Post
My Private CPlayer Structs from my Struct logger:

Code:
	int WeaponState;//0xA01858 Maybe false
};

Aufjedenfall falsch :O.Du weist was ein Offset ist?

Du weißt auch was das ist?

Code:
CBase* p_Player = (CBase*)[COLOR="Red"]ADR_PLAYERPOINTER[/COLOR];
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Old 03/21/2012, 15:24   #6621

 
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Quote:
Originally Posted by _BlackOne View Post
Aufjedenfall falsch :O.Du weist was ein Offset ist?

Du weißt auch was das ist?

Code:
CBase* p_Player = (CBase*)[COLOR="Red"]ADR_PLAYERPOINTER[/COLOR];
ich lerne grade c++ und wie kann es sein dass CBase ein Datentyp ist?

normalerweise schreibt man ja;

datentyp* pointer
oder
datentyp *pointer

bsp; int* pPlayer;
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Old 03/21/2012, 15:58   #6622
 
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Nein,CBase ist kein Datentyp wie int,float,double ...
Es ist lediglich nur eine "Namengebung",es kann genauso gut
"reznovmania" ,"cFlush" or whatever heißen ..
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Old 03/21/2012, 16:12   #6623
 
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CBase ist nur indirekt eine Namensgebung, CBase ist der Klassenname bzw. Name einer Structure anscheinend.
Und du hast es richtig erfasst das dort ein Pointer ist.
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Old 03/21/2012, 16:21   #6624

 
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Quote:
Originally Posted by ToxicData View Post
CBase ist nur indirekt eine Namensgebung, CBase ist der Klassenname bzw. Name einer Structure anscheinend.
Und du hast es richtig erfasst das dort ein Pointer ist.
Ich hab ggestern das Kapitel mit den Pointern durchgekaut :trollface: und dort, wie ich meinem siebähnlichen denkorgan entnehmen kan wurde auch sowas aufgegriffen.

Dort wurde gesagt dass man ein array so ansteuert, bzw den pointer darauf benutzt:

long* pPlayer;
pPlayer = &CBase;

ich frag einfach mal dich, da die meisten eh alles nur irgendwo kopiert haben und das auch so benutzen, wie kann es sein, dass man so einen pointer initialisiert?
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Old 03/21/2012, 16:25   #6625
 
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Quote:
Originally Posted by _BlackOne View Post
Aufjedenfall falsch :O.Du weist was ein Offset ist?

Du weißt auch was das ist?

Code:
CBase* p_Player = (CBase*)[COLOR="Red"]ADR_PLAYERPOINTER[/COLOR];
Ja, meine WeaponState Patter is patched.
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Old 03/21/2012, 16:35   #6626
 
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Quote:
Originally Posted by _BuRn3R_ View Post
Paar Pattern:

Code:
	
	DWORD dwPlantAnyWhereX = FindPattern((PBYTE)"\x88\x1D\x00\00\x00\x00\x88\x1D\x00\x00\x00\x00\x88\x1D","xx????xx????xx",2,true);
	DWORD dwPlantAnyWhere = dwPlantAnyWhereX - 0x7;
	DWORD dwDefuseAnyWhereX = FindPattern((PBYTE)"\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3","xx????xx????xx????xx",2,true);
	DWORD dwDefuseAnyWhere = dwDefuseAnyWhereX + 0x4;
Wozu 2x2 PlantAnyWhere & DefuseAnyWhere ?
Dein Scopesize funktioniert auch nicht ..
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Old 03/21/2012, 16:37   #6627
 
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Quote:
Originally Posted by _Reznov View Post
Wozu 2x2 PlantAnyWhere & DefuseAnyWhere ?
Dein Scopesize funktioniert auch nicht ..
Weil man die Adressen ableiten muss.

//--------------------------------------------//

Mir war lw^^
Code:
	if (xMenu.CH_ExitWR)
	{
		DWORD dwWR;
		dwWR = (DWORD)GetModuleHandleA("WarRock.Exe");
		{
			while (!dwWR);
			{
				ExitProcess(0);
			}
		}
	}

Der code schließt geziehlt den Process WarRock.

	if (xESP.CH_Radar2D)
	{
		BuRn3R->DrawBox(pDevice, 700, 50, 150, 150, BLUE);
		BuRn3R->DrawDot(776, 126, 255, 255, 255, pDevice);
		for (int i = 0; i < 32; i++)
		{
			if (!p_Base->pGlobal || !p_Base->pLocal)break;
			CPlayer* pPlayer = p_Base->pGlobal[i];
			CPlayerInfo *pInfo = GetPlayerInfoByIndex(i);
			if (pInfo && pPlayer)
			{
				CPlayerInfo *pLocalInfo = GetPlayerInfoByIndex(p_Base->pLocal->Index);
				D3DXVECTOR3 PlayerView(p_Base->pGlobal[i]->ViewX,p_Base->pGlobal[i]->ViewY,p_Base->pGlobal[i]->ViewZ),View;
				if (GetScreenCoordFromWorld(pDevice,View,PlayerView))
				{
					DWORD RadPosX;
					DWORD RadPosY;
					DWORD RadPosZ;
					if (pLocalInfo->Team == pInfo->Team)
					{
						RadPosX = 0;
						RadPosY = 255;
						RadPosZ = 0;
					}
					else
					{
						RadPosX = 255;
						RadPosY = 0;
						RadPosZ = 0;
					}
					DWORD PosX = View.x;
					DWORD PosY = View.y;
					DWORD PosiX = (776 + (PosX / 10));
					DWORD PosiY = (126 + (PosY / 10));
					BuRn3R->DrawDot(PosiX, PosiY, RadPosX, RadPosY, RadPosZ, pDevice);
				}
			}
		}
	}
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Old 03/22/2012, 09:18   #6628
 
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request playerInfo strucs
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Old 03/22/2012, 13:07   #6629



 
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Code:
if (xMenu.CH_ExitWR)
{
	DWORD dwWR;
	dwWR = (DWORD)GetModuleHandleA("WarRock.Exe");
	{
		while (!dwWR);
		{
			ExitProcess(0);
		}
	}
}
Du holst dir das HANDLE zur WarRock.exe, castest es in einen DWORD und lässt eine Schleife laufen, in der überprüft wird ob der Wert ungleich NULL ist, sollte das der Fall sein, rufst du ExitProcess() auf.
Das ist einfach nur grẹnzdebil und zeigt, wie wenig Ahnung manche Leute hier haben.

Zum Radar: Ich bezweifle, dass dein Radar so richtig funktioniert.
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Old 03/22/2012, 14:17   #6630
 
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Quote:
Originally Posted by hero9910 View Post
request playerInfo strucs
ich denke ihr VIP coder koennt immer alles alleine ?
Die structs für PlayerInfo haben sich nicht verändert.
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