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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 04/14/2012, 23:22   #6841
 
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Quote:
Originally Posted by alexkyse View Post
#Request:

Tips on fixing PartyProgrammeDetected
- Anti Dumping
- Text Crypting
- Pack with Themida
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Old 04/15/2012, 06:50   #6842
 
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Help? How to Source Code "Auto Shot"?

Help? How To Source Code "Auto Shot"
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Old 04/15/2012, 12:26   #6843
 
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Not tested!

Structs
Code:
class CPlayer;
class CVehicle;
class CPlayerInfo;
class CServer;
class CLocal;

class CPlayer
{
public:
        char unk_char0[50228]; // 0x0000
    DWORD dwTmpPtr0; // 0xC434
    float fRecoil1; // 0xC438
        char unk_char1[4]; // 0xC43C
    float fRecoil2; // 0xC440
        char unk_char2[4]; // 0xC444
    float fRecoil3; // 0xC448
        char unk_char3[68]; // 0xC44C
    BYTE bIndex; // 0xC490
        char unk_char4[19]; // 0xC491
    float fGravityX; // 0xC4A4
    float fGravityY; // 0xC4A8
    float fGravityZ; // 0xC4AC
    CVehicle* pVehicle; // 0xC4B0
        char unk_char5[4]; // 0xC4B4
    DWORD dwTmpPtr1; // 0xC4B8
    DWORD dwTmpPtr2; // 0xC4BC
    DWORD dwTmpPtr3; // 0xC4C0
        char unk_char6[15428]; // 0xC4C4
    BYTE bWeaponIndex; // 0x10108
        char unk_char7[143]; // 0x10109
    float fPitch; // 0x10198
        char unk_char8[24]; // 0x1019C
    float fYaw; // 0x101B4
        char unk_char9[8]; // 0x101B8
    float fPosX_; // 0x101C0
    float fPosY_; // 0x101C4
    float fPosZ_; // 0x101C8
        char unk_char10[12]; // 0x101CC
    WORD wWeapon; // 0x101D8
    WORD wWeapon2; // 0x101DA
    WORD wPlayerModel; // 0x101DC
    WORD wSelectedSlot; // 0x101DE
        char unk_char11[88]; // 0x101E0
    BYTE bState; // 0x10238
        char unk_char12[43]; // 0x10239
    float fHeadPosX; // 0x10264
    float fHeadPosY; // 0x10268
    float fHeadPosZ; // 0x1026C
        char unk_char13[100]; // 0x10270
    float fNoFallDmg; // 0x102D4
        char unk_char14[20]; // 0x102D8
    float fPosX; // 0x102EC
        char unk_char15[4]; // 0x102F0
    float fPosY; // 0x102F4
        char unk_char16[4]; // 0x102F8
    float fPosZ; // 0x102FC
        char unk_char17[52]; // 0x10300
}; // Size: 0x10334 (66356)


class CVehicle
{
public:
        char unk_char0[56]; // 0x0000
    BYTE bType; // 0x0038
        char unk_char1[31]; // 0x0039
    char szName[16]; // 0x0058
        char unk_char2[240]; // 0x0068
    BYTE bMaxSeats; // 0x0158
        char unk_char3[15]; // 0x0159
    BYTE bPassangers; // 0x0168
}; // Size: 0x0169 (361)


class CPlayerInfo
{
public:
        char unk_char0[8]; // 0x0000
    __int32 iPremium; // 0x0008
        char unk_char1[716]; // 0x000C
    char szName[16]; // 0x02D8
        char unk_char2[984]; // 0x02E8
    __int32 iPing; // 0x06C0
        char unk_char3[20]; // 0x06C4
    char szIP[16]; // 0x06D8
        char unk_char4[132]; // 0x06E8
    __int32 iLevel; // 0x076C
    __int32 iExp; // 0x0770
        char unk_char5[12]; // 0x0774
    __int32 iDinar; // 0x0780
        char unk_char6[4]; // 0x0784
    __int32 iTotalKills; // 0x0788
    __int32 iTotalDeaths; // 0x078C
        char unk_char7[564]; // 0x0790
    char szNickName[16]; // 0x09C4
        char unk_char8[500]; // 0x09D4
    char szClanName[16]; // 0x0BC8
        char unk_char9[3988]; // 0x0BD8
    __int32 iPoints; // 0x1B6C
        char unk_char10[24]; // 0x1B70
    __int32 iKills; // 0x1B88
    __int32 iDeaths; // 0x1B8C
    __int32 iFlags; // 0x1B90
    __int32 iHealth; // 0x1B94
    __int32 iMaxHealth; // 0x1B98
        char unk_char11[4]; // 0x1B9C
    __int32 iClass; // 0x1BA0
        char unk_char12[140]; // 0x1BA4
    BYTE bIsReady; // 0x1C30
        char unk_char13[175]; // 0x1C31
    BYTE bTeam; // 0x1CE0
        char unk_char14[4]; // 0x1CE1
        char unk_char15[19]; // 0x1CE5
}; // Size: 0x1CF8 (7416)


class CServer
{
public:
        char unk_char0[36]; // 0x0000
    char szServerName[16]; // 0x0024
        char unk_char1[252]; // 0x0034
    __int32 iPing; // 0x0130
        char unk_char2[1112]; // 0x0134
    __int32 iPremium; // 0x058C
        char unk_char3[96]; // 0x0590
    __int32 iServerTick; // 0x05F0
        char unk_char4[17716]; // 0x05F4
    char szServerIP[16]; // 0x4B28
        char unk_char5[1003160]; // 0x4B38
    DWORD dwPacket; // 0xF99D0
        char unk_char6[12036]; // 0xF99D4
    __int32 iGameType; // 0xFC8D8
        char unk_char7[48]; // 0xFC8DC
    char szRoomName[32]; // 0xFC90C
        char unk_char8[1000]; // 0xFC92C
    __int32 iMapNumber; // 0xFCD14
    __int32 iRound; // 0xFCD18
        char unk_char9[20]; // 0xFCD1C
    __int32 iAutoStart; // 0xFCD30
    __int32 iMaxPlayers; // 0xFCD34
        char unk_char10[1064]; // 0xFCD38
    __int32 iRoomMasterSlot; // 0xFD160
        char unk_char11[20564]; // 0xFD164
    BYTE bSlot1; // 0x1021B8
    BYTE bSlot2; // 0x1021B9
    BYTE bSlot3; // 0x1021BA
    BYTE bSlot4; // 0x1021BB
    BYTE bSlot5; // 0x1021BC
    BYTE bSlot6; // 0x1021BD
    BYTE bSlot7; // 0x1021BE
    BYTE bSlot8; // 0x1021BF
        char unk_char12[98516]; // 0x1021C0
    __int32 iLevel; // 0x11A294
    __int32 iExp; // 0x11A298
        char unk_char13[12]; // 0x11A29C
    __int32 iDinar; // 0x11A2A8
        char unk_char14[4]; // 0x11A2AC
    __int32 iKills; // 0x11A2B0
    __int32 iDeaths; // 0x11A2B4
        char unk_char15[4]; // 0x11A2B8
    __int32 iInvisible; // 0x11A2BC
        char unk_char16[12]; // 0x11A2C0
    char szGameServer[16]; // 0x11A2CC
        char unk_char17[16]; // 0x11A2DC
    char szUserName[16]; // 0x11A2EC
        char unk_char18[496]; // 0x11A2FC
    char szNickName[16]; // 0x11A4EC
        char unk_char19[500]; // 0x11A4FC
    char szClanName[16]; // 0x11A6F0
        char unk_char20[4348]; // 0x11A700
    __int32 iRoomNumber; // 0x11B7FC
    __int32 iSlot; // 0x11B800
    __int32 iTeam; // 0x11B804
        char unk_char21[140]; // 0x11B808
}; // Size: 0x11B894 (1161364)


class CLocal
{
public:
        char unk_char0[32]; // 0x0000
    float fPosX; // 0x0020
    float fPosY; // 0x0024
    float fPosZ; // 0x0028
        char unk_char1[36]; // 0x002C
    float fPitch; // 0x0050
    float fYaw; // 0x0054
    float fRoll; // 0x0058
        char unk_char2[12]; // 0x005C
    float fDown; // 0x0068
    float fUp; // 0x006C
    float fFovX; // 0x0070
    float fFovY; // 0x0074
}; // Size: 0x0078 (120)
Functions
Code:
CPlayerInfo* CPlayerManager::GetPlayerInfoByIndex( int index )
{
    if( index > 32 ) return NULL;
    return (CPlayerInfo*)( 0x00A57A20 + ( index * sizeof( CPlayerInfo ) ) );
}

BYTE CPlayerManager::GetState( CPlayer* pPlayer )
{
    BYTE status = pPlayer->state;

    if( status == 0x47 )
        return STANDS;

    if( status == 0x38 || status == 0x3d || status == 0x3b || status == 0x3e || status == 0x3c )
        return PRONES;

    if( status == 0x4b || status == 0x4a || status == 0x4c || status == 0x4d )
        return MOVES;

    if( status == 0x57 || status == 0x5d || status == 0x5c || status == 0x5e || status == 0x5f )
        return KNEES;

    if( status == 0x46 )
        return RUNS;

    if( status == 0x54 )
        return JUMPS;

    if( status == 0x25 )
        return ROLLS;

    return 0;
}
How 2 use
Code:
if( g_pLocalPlayer ) //do some player stuff
{
    g_pLocalPlayer->NoFallDmg = -2000; // no damage from falling
    g_pLocalPlayer->PosY += 100; //superjumping
    //....
}
if( g_pServer ) //Server stuff
{
    g_pServer->Slot5 = 1; //enable slot5/6..
    g_pServer->Slot6 = 1;
}
for( int i = 0; i < 32; i++ )
{
    CPlayerInfo* pInfo = GetPlayerInfoByIndex( i );
    //pInfo->Health
    //pInfo->NickName
    //pInfo->Class
    //...
}

g_pLocalPlayer    = (CPlayer*)*(DWORD*)0x00AA6DB8;
g_pLocal    = (CLocal*)*(DWORD*)0x00A01330;
g_pServer    = (CServer*)*(DWORD*)0x00A01784;
Credits to ZeaS
.Tiq3reye™ is offline  
Old 04/15/2012, 13:25   #6844
 
elite*gold: 0
Join Date: Mar 2012
Posts: 72
Received Thanks: 141
Quote:
Originally Posted by .Tiq3reye™ View Post
Not tested!

Structs
Code:
class CPlayer;
class CVehicle;
class CPlayerInfo;
class CServer;
class CLocal;

class CPlayer
{
public:
        char unk_char0[50228]; // 0x0000
    DWORD dwTmpPtr0; // 0xC434
    float fRecoil1; // 0xC438
        char unk_char1[4]; // 0xC43C
    float fRecoil2; // 0xC440
        char unk_char2[4]; // 0xC444
    float fRecoil3; // 0xC448
        char unk_char3[68]; // 0xC44C
    BYTE bIndex; // 0xC490
        char unk_char4[19]; // 0xC491
    float fGravityX; // 0xC4A4
    float fGravityY; // 0xC4A8
    float fGravityZ; // 0xC4AC
    CVehicle* pVehicle; // 0xC4B0
        char unk_char5[4]; // 0xC4B4
    DWORD dwTmpPtr1; // 0xC4B8
    DWORD dwTmpPtr2; // 0xC4BC
    DWORD dwTmpPtr3; // 0xC4C0
        char unk_char6[15428]; // 0xC4C4
    BYTE bWeaponIndex; // 0x10108
        char unk_char7[143]; // 0x10109
    float fPitch; // 0x10198
        char unk_char8[24]; // 0x1019C
    float fYaw; // 0x101B4
        char unk_char9[8]; // 0x101B8
    float fPosX_; // 0x101C0
    float fPosY_; // 0x101C4
    float fPosZ_; // 0x101C8
        char unk_char10[12]; // 0x101CC
    WORD wWeapon; // 0x101D8
    WORD wWeapon2; // 0x101DA
    WORD wPlayerModel; // 0x101DC
    WORD wSelectedSlot; // 0x101DE
        char unk_char11[88]; // 0x101E0
    BYTE bState; // 0x10238
        char unk_char12[43]; // 0x10239
    float fHeadPosX; // 0x10264
    float fHeadPosY; // 0x10268
    float fHeadPosZ; // 0x1026C
        char unk_char13[100]; // 0x10270
    float fNoFallDmg; // 0x102D4
        char unk_char14[20]; // 0x102D8
    float fPosX; // 0x102EC
        char unk_char15[4]; // 0x102F0
    float fPosY; // 0x102F4
        char unk_char16[4]; // 0x102F8
    float fPosZ; // 0x102FC
        char unk_char17[52]; // 0x10300
}; // Size: 0x10334 (66356)


class CVehicle
{
public:
        char unk_char0[56]; // 0x0000
    BYTE bType; // 0x0038
        char unk_char1[31]; // 0x0039
    char szName[16]; // 0x0058
        char unk_char2[240]; // 0x0068
    BYTE bMaxSeats; // 0x0158
        char unk_char3[15]; // 0x0159
    BYTE bPassangers; // 0x0168
}; // Size: 0x0169 (361)


class CPlayerInfo
{
public:
        char unk_char0[8]; // 0x0000
    __int32 iPremium; // 0x0008
        char unk_char1[716]; // 0x000C
    char szName[16]; // 0x02D8
        char unk_char2[984]; // 0x02E8
    __int32 iPing; // 0x06C0
        char unk_char3[20]; // 0x06C4
    char szIP[16]; // 0x06D8
        char unk_char4[132]; // 0x06E8
    __int32 iLevel; // 0x076C
    __int32 iExp; // 0x0770
        char unk_char5[12]; // 0x0774
    __int32 iDinar; // 0x0780
        char unk_char6[4]; // 0x0784
    __int32 iTotalKills; // 0x0788
    __int32 iTotalDeaths; // 0x078C
        char unk_char7[564]; // 0x0790
    char szNickName[16]; // 0x09C4
        char unk_char8[500]; // 0x09D4
    char szClanName[16]; // 0x0BC8
        char unk_char9[3988]; // 0x0BD8
    __int32 iPoints; // 0x1B6C
        char unk_char10[24]; // 0x1B70
    __int32 iKills; // 0x1B88
    __int32 iDeaths; // 0x1B8C
    __int32 iFlags; // 0x1B90
    __int32 iHealth; // 0x1B94
    __int32 iMaxHealth; // 0x1B98
        char unk_char11[4]; // 0x1B9C
    __int32 iClass; // 0x1BA0
        char unk_char12[140]; // 0x1BA4
    BYTE bIsReady; // 0x1C30
        char unk_char13[175]; // 0x1C31
    BYTE bTeam; // 0x1CE0
        char unk_char14[4]; // 0x1CE1
        char unk_char15[19]; // 0x1CE5
}; // Size: 0x1CF8 (7416)


class CServer
{
public:
        char unk_char0[36]; // 0x0000
    char szServerName[16]; // 0x0024
        char unk_char1[252]; // 0x0034
    __int32 iPing; // 0x0130
        char unk_char2[1112]; // 0x0134
    __int32 iPremium; // 0x058C
        char unk_char3[96]; // 0x0590
    __int32 iServerTick; // 0x05F0
        char unk_char4[17716]; // 0x05F4
    char szServerIP[16]; // 0x4B28
        char unk_char5[1003160]; // 0x4B38
    DWORD dwPacket; // 0xF99D0
        char unk_char6[12036]; // 0xF99D4
    __int32 iGameType; // 0xFC8D8
        char unk_char7[48]; // 0xFC8DC
    char szRoomName[32]; // 0xFC90C
        char unk_char8[1000]; // 0xFC92C
    __int32 iMapNumber; // 0xFCD14
    __int32 iRound; // 0xFCD18
        char unk_char9[20]; // 0xFCD1C
    __int32 iAutoStart; // 0xFCD30
    __int32 iMaxPlayers; // 0xFCD34
        char unk_char10[1064]; // 0xFCD38
    __int32 iRoomMasterSlot; // 0xFD160
        char unk_char11[20564]; // 0xFD164
    BYTE bSlot1; // 0x1021B8
    BYTE bSlot2; // 0x1021B9
    BYTE bSlot3; // 0x1021BA
    BYTE bSlot4; // 0x1021BB
    BYTE bSlot5; // 0x1021BC
    BYTE bSlot6; // 0x1021BD
    BYTE bSlot7; // 0x1021BE
    BYTE bSlot8; // 0x1021BF
        char unk_char12[98516]; // 0x1021C0
    __int32 iLevel; // 0x11A294
    __int32 iExp; // 0x11A298
        char unk_char13[12]; // 0x11A29C
    __int32 iDinar; // 0x11A2A8
        char unk_char14[4]; // 0x11A2AC
    __int32 iKills; // 0x11A2B0
    __int32 iDeaths; // 0x11A2B4
        char unk_char15[4]; // 0x11A2B8
    __int32 iInvisible; // 0x11A2BC
        char unk_char16[12]; // 0x11A2C0
    char szGameServer[16]; // 0x11A2CC
        char unk_char17[16]; // 0x11A2DC
    char szUserName[16]; // 0x11A2EC
        char unk_char18[496]; // 0x11A2FC
    char szNickName[16]; // 0x11A4EC
        char unk_char19[500]; // 0x11A4FC
    char szClanName[16]; // 0x11A6F0
        char unk_char20[4348]; // 0x11A700
    __int32 iRoomNumber; // 0x11B7FC
    __int32 iSlot; // 0x11B800
    __int32 iTeam; // 0x11B804
        char unk_char21[140]; // 0x11B808
}; // Size: 0x11B894 (1161364)


class CLocal
{
public:
        char unk_char0[32]; // 0x0000
    float fPosX; // 0x0020
    float fPosY; // 0x0024
    float fPosZ; // 0x0028
        char unk_char1[36]; // 0x002C
    float fPitch; // 0x0050
    float fYaw; // 0x0054
    float fRoll; // 0x0058
        char unk_char2[12]; // 0x005C
    float fDown; // 0x0068
    float fUp; // 0x006C
    float fFovX; // 0x0070
    float fFovY; // 0x0074
}; // Size: 0x0078 (120)
Functions
Code:
CPlayerInfo* CPlayerManager::GetPlayerInfoByIndex( int index )
{
    if( index > 32 ) return NULL;
    return (CPlayerInfo*)( 0x00A57A20 + ( index * sizeof( CPlayerInfo ) ) );
}

BYTE CPlayerManager::GetState( CPlayer* pPlayer )
{
    BYTE status = pPlayer->state;

    if( status == 0x47 )
        return STANDS;

    if( status == 0x38 || status == 0x3d || status == 0x3b || status == 0x3e || status == 0x3c )
        return PRONES;

    if( status == 0x4b || status == 0x4a || status == 0x4c || status == 0x4d )
        return MOVES;

    if( status == 0x57 || status == 0x5d || status == 0x5c || status == 0x5e || status == 0x5f )
        return KNEES;

    if( status == 0x46 )
        return RUNS;

    if( status == 0x54 )
        return JUMPS;

    if( status == 0x25 )
        return ROLLS;

    return 0;
}
How 2 use
Code:
if( g_pLocalPlayer ) //do some player stuff
{
    g_pLocalPlayer->NoFallDmg = -2000; // no damage from falling
    g_pLocalPlayer->PosY += 100; //superjumping
    //....
}
if( g_pServer ) //Server stuff
{
    g_pServer->Slot5 = 1; //enable slot5/6..
    g_pServer->Slot6 = 1;
}
for( int i = 0; i < 32; i++ )
{
    CPlayerInfo* pInfo = GetPlayerInfoByIndex( i );
    //pInfo->Health
    //pInfo->NickName
    //pInfo->Class
    //...
}

g_pLocalPlayer    = (CPlayer*)*(DWORD*)0x00AA6DB8;
g_pLocal    = (CLocal*)*(DWORD*)0x00A01330;
g_pServer    = (CServer*)*(DWORD*)0x00A01784;
Credits to ZeaS
Alles unbrauchbar weil alles falsch ist.
BSP:
float fRecoil1; // 0xC438
float fRecoil2; // 0xC440
float fRecoil3; // 0xC448
Falsch....
€: Meine Structs...
Quote:

struct CPlayer
{
char xUnknown1[50236];//0x00
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char xUnknown2[69];//0xC448
BYTE index;//0xC490
char xUnknown3[22];//0xC48E
float GravityX;//0xC4A4
float GravityY;//0xC4A8
float GravityZ;//0xC4AC
char xUnknown4[12];//0xC4B0
int WeaponState;//0xC4BC
char xUnknown5[15420];//0xC4C0
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 PosZ;//0x102E4
char xUnknown14[12];//0x102E8
float PosY;//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
};
struct CPlayerInfo//Up to date FULLY WORKING
{
char unknown0[8]; //0x0000000 (8)
int Premium; //0x0000008 (4)
char unknown1[712]; //0x000000C (2C8)
char MainName[20]; //0x00002D4 (14)
char unknown2[108]; //0x00002E8 (6C)
char FuckingShit[100]; //0x0000354 (64)
char unknown3[772]; //0x00003B8 (304)
__int32 ping; //0x00006BC (4)
char unknown4[20]; //0x00006C0 (14)
char ip[16]; //0x00006D4 (10)
char unknown5[24]; //0x00006E4 (18)
char routerip[16]; //0x00006FC (10)
char unknown6[24]; //0x000070C (18)
char ip2[16]; //0x0000724 (10)
char unknown7[56]; //0x0000734 (38)
int currentlevel; //0x000076C (4)
int exp; //0x0000770 (4)
char unknown8[12]; //0x0000774 (C)
int dinar; //0x0000780 (4)
char unknown9[4]; //0x0000784 (4)
int totalkills; //0x0000788 (4)
int totaldeaths; //0x000078C (4)
char unknown10[20]; //0x0000790 (14)
char GameServer[32]; //0x00007A4 (20)
char unknown32[512]; //0x00007C4 (200)
char name[20]; //0x00009C4 (14)
char unknown11[496]; //0x00009D8 (1F0)
char clan[48]; //0x0000BC8 (30)
char unknown12[3956]; //0x0000BF8 (F74)
int points; //0x0001B6C (4)
char unknown13[24]; //0x0001B70 (18)
int kills; //0x0001B84 (4)
int deaths; //0x0001B88 (4)
int flags; //0x0001B8C (4)
int Health; //0x0001B90 (4)
int maxhealth; //0x0001B94 (4)
char unknown14[4]; //0x0001B98 (4)
int pclass; //0x0001B9C (4)
char unknown15[140]; //0x0001BA0 (8C)
BYTE isready; //0x0001C24 (1)
char unknown16[175]; //0x0001C25 (AB)
BYTE Team; //0x0001CD0 (1)
char unknown17[23]; //0x0001CD1 (2F)
};//1CF8(7416)

struct CLocal
{
char xJumpToAdress0[32];//0x00
float PosX;//0x20
float PosY;//0x24
float PosZ;//0x28
char xJumpToAdress1[36];//0x2C
float Pitch;//0x50
float Yaw;//0x54
};
struct CMatrix
{
D3DXMATRIX Project;//0x00
D3DXMATRIX View;//0x40
};
struct CBase
{
CPlayer* plocal; //0x000000
char unknown0[1171732];//0x000004
CPlayer** player; //0x11E170
};
CPlayerInfo* GetPlayerInfo(int index)
{
if (index > 32) return NULL;
return (CPlayerInfo*)(ADR_BASEPOINTER + (index * 0x1CF8));
}
CPlayerInfo* GetGlobalInfo( int dwPlayerIndex )
{
if( dwPlayerIndex > 32 ) return 0;
return (CPlayerInfo*)(ADR_BASEPOINTER+(0x1CF8*dwPlayerInd ex));
}
INT GetLocalInfo()
{
DWORD *dwServPtr = (DWORD*)ADR_SERVERPOINTER;
return *(INT*)((*dwServPtr)+ADR_OFFSET_LOCALPLAYERSIZE);
}
CLocal* p_Local = NULL;
CBase* pBase = (CBase*)ADR_PLAYERPOINTER;
CMatrix* p_Matrix = (CMatrix*)ADR_POINTER_MATRIX;
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Old 04/15/2012, 15:58   #6845

 
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Quote:
Originally Posted by .Tiq3reye™ View Post
Not tested!

Structs
Code:
class CPlayer;
class CVehicle;
class CPlayerInfo;
class CServer;
class CLocal;

class CPlayer
{
public:
        char unk_char0[50228]; // 0x0000
    DWORD dwTmpPtr0; // 0xC434
    float fRecoil1; // 0xC438
        char unk_char1[4]; // 0xC43C
    float fRecoil2; // 0xC440
        char unk_char2[4]; // 0xC444
    float fRecoil3; // 0xC448
        char unk_char3[68]; // 0xC44C
    BYTE bIndex; // 0xC490
        char unk_char4[19]; // 0xC491
    float fGravityX; // 0xC4A4
    float fGravityY; // 0xC4A8
    float fGravityZ; // 0xC4AC
    CVehicle* pVehicle; // 0xC4B0
        char unk_char5[4]; // 0xC4B4
    DWORD dwTmpPtr1; // 0xC4B8
    DWORD dwTmpPtr2; // 0xC4BC
    DWORD dwTmpPtr3; // 0xC4C0
        char unk_char6[15428]; // 0xC4C4
    BYTE bWeaponIndex; // 0x10108
        char unk_char7[143]; // 0x10109
    float fPitch; // 0x10198
        char unk_char8[24]; // 0x1019C
    float fYaw; // 0x101B4
        char unk_char9[8]; // 0x101B8
    float fPosX_; // 0x101C0
    float fPosY_; // 0x101C4
    float fPosZ_; // 0x101C8
        char unk_char10[12]; // 0x101CC
    WORD wWeapon; // 0x101D8
    WORD wWeapon2; // 0x101DA
    WORD wPlayerModel; // 0x101DC
    WORD wSelectedSlot; // 0x101DE
        char unk_char11[88]; // 0x101E0
    BYTE bState; // 0x10238
        char unk_char12[43]; // 0x10239
    float fHeadPosX; // 0x10264
    float fHeadPosY; // 0x10268
    float fHeadPosZ; // 0x1026C
        char unk_char13[100]; // 0x10270
    float fNoFallDmg; // 0x102D4
        char unk_char14[20]; // 0x102D8
    float fPosX; // 0x102EC
        char unk_char15[4]; // 0x102F0
    float fPosY; // 0x102F4
        char unk_char16[4]; // 0x102F8
    float fPosZ; // 0x102FC
        char unk_char17[52]; // 0x10300
}; // Size: 0x10334 (66356)


class CVehicle
{
public:
        char unk_char0[56]; // 0x0000
    BYTE bType; // 0x0038
        char unk_char1[31]; // 0x0039
    char szName[16]; // 0x0058
        char unk_char2[240]; // 0x0068
    BYTE bMaxSeats; // 0x0158
        char unk_char3[15]; // 0x0159
    BYTE bPassangers; // 0x0168
}; // Size: 0x0169 (361)


class CPlayerInfo
{
public:
        char unk_char0[8]; // 0x0000
    __int32 iPremium; // 0x0008
        char unk_char1[716]; // 0x000C
    char szName[16]; // 0x02D8
        char unk_char2[984]; // 0x02E8
    __int32 iPing; // 0x06C0
        char unk_char3[20]; // 0x06C4
    char szIP[16]; // 0x06D8
        char unk_char4[132]; // 0x06E8
    __int32 iLevel; // 0x076C
    __int32 iExp; // 0x0770
        char unk_char5[12]; // 0x0774
    __int32 iDinar; // 0x0780
        char unk_char6[4]; // 0x0784
    __int32 iTotalKills; // 0x0788
    __int32 iTotalDeaths; // 0x078C
        char unk_char7[564]; // 0x0790
    char szNickName[16]; // 0x09C4
        char unk_char8[500]; // 0x09D4
    char szClanName[16]; // 0x0BC8
        char unk_char9[3988]; // 0x0BD8
    __int32 iPoints; // 0x1B6C
        char unk_char10[24]; // 0x1B70
    __int32 iKills; // 0x1B88
    __int32 iDeaths; // 0x1B8C
    __int32 iFlags; // 0x1B90
    __int32 iHealth; // 0x1B94
    __int32 iMaxHealth; // 0x1B98
        char unk_char11[4]; // 0x1B9C
    __int32 iClass; // 0x1BA0
        char unk_char12[140]; // 0x1BA4
    BYTE bIsReady; // 0x1C30
        char unk_char13[175]; // 0x1C31
    BYTE bTeam; // 0x1CE0
        char unk_char14[4]; // 0x1CE1
        char unk_char15[19]; // 0x1CE5
}; // Size: 0x1CF8 (7416)


class CServer
{
public:
        char unk_char0[36]; // 0x0000
    char szServerName[16]; // 0x0024
        char unk_char1[252]; // 0x0034
    __int32 iPing; // 0x0130
        char unk_char2[1112]; // 0x0134
    __int32 iPremium; // 0x058C
        char unk_char3[96]; // 0x0590
    __int32 iServerTick; // 0x05F0
        char unk_char4[17716]; // 0x05F4
    char szServerIP[16]; // 0x4B28
        char unk_char5[1003160]; // 0x4B38
    DWORD dwPacket; // 0xF99D0
        char unk_char6[12036]; // 0xF99D4
    __int32 iGameType; // 0xFC8D8
        char unk_char7[48]; // 0xFC8DC
    char szRoomName[32]; // 0xFC90C
        char unk_char8[1000]; // 0xFC92C
    __int32 iMapNumber; // 0xFCD14
    __int32 iRound; // 0xFCD18
        char unk_char9[20]; // 0xFCD1C
    __int32 iAutoStart; // 0xFCD30
    __int32 iMaxPlayers; // 0xFCD34
        char unk_char10[1064]; // 0xFCD38
    __int32 iRoomMasterSlot; // 0xFD160
        char unk_char11[20564]; // 0xFD164
    BYTE bSlot1; // 0x1021B8
    BYTE bSlot2; // 0x1021B9
    BYTE bSlot3; // 0x1021BA
    BYTE bSlot4; // 0x1021BB
    BYTE bSlot5; // 0x1021BC
    BYTE bSlot6; // 0x1021BD
    BYTE bSlot7; // 0x1021BE
    BYTE bSlot8; // 0x1021BF
        char unk_char12[98516]; // 0x1021C0
    __int32 iLevel; // 0x11A294
    __int32 iExp; // 0x11A298
        char unk_char13[12]; // 0x11A29C
    __int32 iDinar; // 0x11A2A8
        char unk_char14[4]; // 0x11A2AC
    __int32 iKills; // 0x11A2B0
    __int32 iDeaths; // 0x11A2B4
        char unk_char15[4]; // 0x11A2B8
    __int32 iInvisible; // 0x11A2BC
        char unk_char16[12]; // 0x11A2C0
    char szGameServer[16]; // 0x11A2CC
        char unk_char17[16]; // 0x11A2DC
    char szUserName[16]; // 0x11A2EC
        char unk_char18[496]; // 0x11A2FC
    char szNickName[16]; // 0x11A4EC
        char unk_char19[500]; // 0x11A4FC
    char szClanName[16]; // 0x11A6F0
        char unk_char20[4348]; // 0x11A700
    __int32 iRoomNumber; // 0x11B7FC
    __int32 iSlot; // 0x11B800
    __int32 iTeam; // 0x11B804
        char unk_char21[140]; // 0x11B808
}; // Size: 0x11B894 (1161364)


class CLocal
{
public:
        char unk_char0[32]; // 0x0000
    float fPosX; // 0x0020
    float fPosY; // 0x0024
    float fPosZ; // 0x0028
        char unk_char1[36]; // 0x002C
    float fPitch; // 0x0050
    float fYaw; // 0x0054
    float fRoll; // 0x0058
        char unk_char2[12]; // 0x005C
    float fDown; // 0x0068
    float fUp; // 0x006C
    float fFovX; // 0x0070
    float fFovY; // 0x0074
}; // Size: 0x0078 (120)
Functions
Code:
CPlayerInfo* CPlayerManager::GetPlayerInfoByIndex( int index )
{
    if( index > 32 ) return NULL;
    return (CPlayerInfo*)( 0x00A57A20 + ( index * sizeof( CPlayerInfo ) ) );
}

BYTE CPlayerManager::GetState( CPlayer* pPlayer )
{
    BYTE status = pPlayer->state;

    if( status == 0x47 )
        return STANDS;

    if( status == 0x38 || status == 0x3d || status == 0x3b || status == 0x3e || status == 0x3c )
        return PRONES;

    if( status == 0x4b || status == 0x4a || status == 0x4c || status == 0x4d )
        return MOVES;

    if( status == 0x57 || status == 0x5d || status == 0x5c || status == 0x5e || status == 0x5f )
        return KNEES;

    if( status == 0x46 )
        return RUNS;

    if( status == 0x54 )
        return JUMPS;

    if( status == 0x25 )
        return ROLLS;

    return 0;
}
How 2 use
Code:
if( g_pLocalPlayer ) //do some player stuff
{
    g_pLocalPlayer->NoFallDmg = -2000; // no damage from falling
    g_pLocalPlayer->PosY += 100; //superjumping
    //....
}
if( g_pServer ) //Server stuff
{
    g_pServer->Slot5 = 1; //enable slot5/6..
    g_pServer->Slot6 = 1;
}
for( int i = 0; i < 32; i++ )
{
    CPlayerInfo* pInfo = GetPlayerInfoByIndex( i );
    //pInfo->Health
    //pInfo->NickName
    //pInfo->Class
    //...
}

g_pLocalPlayer    = (CPlayer*)*(DWORD*)0x00AA6DB8;
g_pLocal    = (CLocal*)*(DWORD*)0x00A01330;
g_pServer    = (CServer*)*(DWORD*)0x00A01784;
Credits to ZeaS
Der Sinn einer Klasse ist, dass es Private Element gibt, auf die nur die Klassenmodule zugreifen können. Wenn du alles Public schreibst, kannst du gleich struct verwenden meiner Meinung nach.
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Old 04/15/2012, 18:20   #6846
 
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#Request Auto 9 Win's source code
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Old 04/15/2012, 18:32   #6847
 
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@fabbel
man kann auch in einer Struktur private und public verwenden
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Old 04/15/2012, 20:30   #6848
 
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Quote:
Originally Posted by _BuRn3R_ View Post
#Request Auto 9 Win's source code
wird dir keiner geben, ausser vielleicht die maus positionen für 9 wins (welche du ganz einfach selbst loggen kannst )
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Old 04/15/2012, 21:25   #6849
 
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Quote:
Originally Posted by S!ckniiqhtz View Post
wird dir keiner geben, ausser vielleicht die maus positionen für 9 wins (welche du ganz einfach selbst loggen kannst )
Hm okay, die Positionen brauche ich nicht
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Old 04/15/2012, 22:09   #6850
 
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@BuRn3R
Help Scure:

WUW
SuperGameSpeed and addy
AimBot

thank
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Old 04/15/2012, 22:33   #6851
 
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I coded a better version of Skywalk. Here the Gravity on the Z-Axy is set to 0 to prevent falling down. So it's basicly Skywalk + NoGravity

Code:
bool SkyPatch = false;
float origGravityZ;
if(SkyWalk != 0)
        {
            if(!SkyPatch)
            {
                origGravityZ = *(float*)(ADR_PLAYERPOINTER + OFS_GravityZ);   
                *(float*)(ADR_PLAYERPOINTER + OFS_GravityZ) = 0;
                SkyPatch = true;
            }
            *(float*)(ADR_PLAYERPOINTER + OFS_Z) = (100 * SkyWalk);
        }else{
            if(SkyPatch)
            {
                *(float*)(ADR_PLAYERPOINTER + OFS_GravityZ) = origGravityZ;
                SkyPatch = false;
            }
        }
Have Fun

I don't charge any credits because this is to basically.

And as a lil addition my own structs (not sure if it works)
Code:
struct cPosition
{
        float x;
    char JMP[8];
        float z;
    char JMP2[8];
        float y;
};

struct CPlayer{
    char JMP1[50236]; // Jump (C43C)
        D3DXVECTOR3 NoRecoil;
    char JMP2[96]; // Jump (C4A4)
        D3DXVECTOR3 Gravity;
    char JMP3[12]; // Jump (C4B8)
        BYTE PlayerState; // C4B8
    char JMP4[15580]; // Jump (10194)
        float Pitch; // 10194
    char JMP5[28]; // Jump (101B0)
        float Yaw; // 101B0
    char JMP6[16]; // Jump (101C0)
        D3DXVECTOR3 View;
    char JMP7[16]; // Jump (101D8)
        WORD Weapon1; // 101D8
        WORD Weapon2; // 101DA
        WORD Weapon3; // 101DC
    char JMP8[248]; // Jump (102D4)
        float NFD; // 102D4
    char JMP9[24]; // Jump (102EC)
        cPosition Position;
};

struct CServer{
    char JMP1[1420]; // Jump (58C)
        int Prem; // 58C
    char JMP2[1055788]; // Jump (1021B8)
        int Slot1; // 1021B8
    char JMP3[1]; // Jump (1021B9)
        int Slot2; // 1021B9
    char JMP4[1]; // Jump (1021BA)
        int Slot3; // 1021BA
    char JMP5[1]; // Jump (1021BB)
        int Slot4; // 1021BB
    char JMP6[1]; // Jump (1021BC)
        int Slot5; // 1021BC
    char JMP7[1]; // Jump (1021BD)
        int Slot6; // 1021BD
    char JMP8[1]; // Jump (1021BE)
        int Slot7; // 1021BE
    char JMP9[1]; // Jump (1021BF)
        int Slot8; // 1021BF
    char JMP10[98521]; // Jump (11A298)
        long Level; // 11A298
    char JMP11[16]; // Jump (11A2A8)
        long Dinar; // 11A2A8
};
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Old 04/15/2012, 22:47   #6852
 
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Quote:
Originally Posted by . χaωe View Post

Code:
struct cPosition
{
        float x;
    char JMP[8];
        float z;
    char JMP2[8];
        float y;
};
Wie soll das gehen oO?
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Old 04/15/2012, 22:54   #6853
 
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Quote:
Originally Posted by TheOwnerxX.: View Post
Wie soll das gehen oO?
Diese Struct cPosition wird dann sozusagen an CPlayer angehängt an der Position. Ist kein großer Unterschied zu D3DXVECTOR3 bis auf das ich hier noch Jump-Chars reingepackt habe
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Old 04/15/2012, 23:25   #6854
 
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Quote:
Originally Posted by . χaωe View Post
Diese Struct cPosition wird dann sozusagen an CPlayer angehängt an der Position. Ist kein großer Unterschied zu D3DXVECTOR3 bis auf das ich hier noch Jump-Chars reingepackt habe
Ah ok, jetzt verstehe ich wie du das gemeint hast..
habe nicht weiter gelesen und sehe gerade, dass du es bei CPlayer dann unten stehen hast

Entschuldigung ;p
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Old 04/15/2012, 23:27   #6855
 
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Quote:
Originally Posted by TheOwnerxX.: View Post
Ah ok, jetzt verstehe ich wie du das gemeint hast..
habe nicht weiter gelesen und sehe gerade, dass du es bei CPlayer dann unten stehen hast

Entschuldigung ;p
Kein Ding Wie heißt es denn so schön: wer nicht fragt bleibt dumm ^^
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