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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 04/16/2012, 10:29   #6856
 
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[HELP]How To Source "Auto Shot"?

[HELP]How To Source "Auto Shot"?
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Old 04/16/2012, 11:10   #6857
 
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request
NFD GM warning
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Old 04/16/2012, 11:48   #6858
 
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<-- im Thread ist die Source

Nechstes mal
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Old 04/16/2012, 12:59   #6859
 
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Code:
struct CLocal_Angle // Updated fully working
{
	char xUnknown1[16];
	float RollSpeed; //0x0010 40 = totally rolling
	char xUnknown2[12];
	D3DXVECTOR3 PosX;//0x0020 
	D3DXVECTOR3 PosY;//0x002C 
	D3DXVECTOR3 PosZ;//0x0038 
	char xUnknown3[12];
	float Pitch;//0x0050 
	float Yaw;//0x0054
	char xUnknown4[16];//0x0058
	float MaxPitchDown;//0x0068 
	float MaxPitchUp;//0x006C 
	float MaxYawRight;//0x0070 
	float MaxYawLeft;//0x0074 
	char xUnknown5[4];//0x0078
	D3DXVECTOR3 CameraView;//0x007C 
	char xUnknown6[16];//0x0088
	D3DXVECTOR3 _CameraView;//0x0098 
	D3DXVECTOR3 _Pos4; //0x00A4 
	D3DXVECTOR3 _Pos5; //0x00B0 
	float _Pitch;//0x00BC 
	float _Yaw;//0x00C0 
	__int32 mMouseX;//0x00C4 
	__int32 mMouseY;//0x00C8 
	BYTE mMouseClicked;//0x00CC 
	char xUnknown7[3];//0x00CD
	float fYawMovement;//0x00D0 
	float fPitchMovement;//0x00D4 
	float _fYawMovement;//0x00D8 
	float _fPitchMovement;//0x00DC 
	char xUnknown8[48];//0x00E0
};//Size=0x0110
Credits:
Code:
xCyniu
UnknownPK for MouseX | MouseY and MouseClicked
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Old 04/16/2012, 14:26   #6860
 
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Sources still needed:
quick plant/defuse because
*(BYTE*)(ADR_PlantAnyWhere) = 0x1;
and
*(WORD*)(ADR_DefuseAnyWhere) = 1;
are NOT working for me.
Also got updated addies.
Need SuperGameSpeed and auto ready/start too.
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Old 04/16/2012, 15:36   #6861
 
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Smile

Quote:
Originally Posted by aerrow107 View Post
Sources still needed:
quick plant/defuse because
*(BYTE*)(ADR_PlantAnyWhere) = 0x1;
and
*(WORD*)(ADR_DefuseAnyWhere) = 1;
are NOT working for me.
Also got updated addies.
Need SuperGameSpeed and auto ready/start too.



if(autostartx64==1)
{
SetCursorPos(450,90);
Sleep(300);
mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
Sleep(300);
mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
}

Sleep(50);
}
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Old 04/16/2012, 18:01   #6862
 
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Talking

Quote:
Originally Posted by Crytec' View Post
if(autostartx64==1)
{
SetCursorPos(450,90);
Sleep(300);
mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
Sleep(300);
mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
}

Sleep(50);
}
Thanks Crytec it's much appreciated.
Still in need of quick plant/defuse,super game speed.
Auto F and auto Enter aren't working for me.
The sources I got are:
if (RL_AutoEnter ==1) //Auto Enter
{
if(dwPlayerPointer != 0)
{
keybd_event(VK_RETURN, 0,0, 0);
}
}


if (RL_AutoF == 1) //Auto F
{
if(dwPlayerPointer != 0)
{
keybd_event(0x46,0,0,0);
Sleep(250);
}
}
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Old 04/16/2012, 18:29   #6863
 
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Quote:
Originally Posted by aerrow107 View Post
Thanks Crytec it's much appreciated.
Still in need of quick plant/defuse,super game speed.
Auto F and auto Enter aren't working for me.
The sources I got are:
if (RL_AutoEnter ==1) //Auto Enter
{
if(dwPlayerPointer != 0)
{
keybd_event(VK_RETURN, 0,0, 0);
}
}


if (RL_AutoF == 1) //Auto F
{
if(dwPlayerPointer != 0)
{
keybd_event(0x46,0,0,0);
Sleep(250);
}
}
Why you put a Playercheck in int? Its useless..
BTW: If you put a 250 Sleep in the source, and in the hackthread maybe 20, you maybe know, why its not working
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Old 04/16/2012, 18:57   #6864
 
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Thanks S!ckniiqhtz.Really appreciated.
Sources still needed:Super Game Speed and my bot will be ready :P

PS :
Lets say i wrote this source
if(RL_AutoStart >= 1) //Auto Start
{

blabla
Sleep(20);
blabla
Sleep(20);
blabla
Sleep(20);

how much time sleep()???should you put in the hackthread?
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Old 04/16/2012, 21:22   #6865
 
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NoMenu Slots:

Code:
#include <windows.h>

#define PTR_PLAYERPTR	 	0x00A017E8 //Updated 16.04
#define PTR_SERVERPTR	 	0x00A01784 //Updated 16.04
#define OFS_SLOT5			0x001021BC //Updated 16.04
#define OFS_SLOT6			0x001021BD //Updated 16.04
#define OFS_SLOT7			0x001021BE //Updated 16.04
#define OFS_SLOT8			0x001021BF //Updated 16.04

void AllSlots()
{
DWORD dwServerPointer = *(DWORD*)PTR_SERVERPTR;
if(dwServerPointer!=0)
{
*(float*)(dwServerPointer+OFS_SLOT5) = 1;
*(float*)(dwServerPointer+OFS_SLOT6) = 1;
*(float*)(dwServerPointer+OFS_SLOT7) = 1;
*(float*)(dwServerPointer+OFS_SLOT8) = 1;
}
}

void HackThread()
{
for ( ; ; )
{
AllSlots();
}
}

BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread , 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}
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Old 04/16/2012, 21:34   #6866
 
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Quote:
Originally Posted by .KingE View Post
NoMenu Slots:

Code:
#include <windows.h>

#define PTR_PLAYERPTR	 	0x00A017E8 //Updated 16.04
#define PTR_SERVERPTR	 	0x00A01784 //Updated 16.04
#define OFS_SLOT5			0x001021BC //Updated 16.04
#define OFS_SLOT6			0x001021BD //Updated 16.04
#define OFS_SLOT7			0x001021BE //Updated 16.04
#define OFS_SLOT8			0x001021BF //Updated 16.04

void AllSlots()
{
DWORD dwServerPointer = *(DWORD*)PTR_SERVERPTR;
if(dwServerPointer!=0)
{
*(float*)(dwServerPointer+OFS_SLOT5) = 1;
*(float*)(dwServerPointer+OFS_SLOT6) = 1;
*(float*)(dwServerPointer+OFS_SLOT7) = 1;
*(float*)(dwServerPointer+OFS_SLOT8) = 1;
}
}

void HackThread()
{
for ( ; ; )
{
AllSlots();
}
}

BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread , 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}
Du benutzt den falschen DatenTypen, der richtige ist BYTE. Der DatenTyp BYTE ist ein Byte groß und FLOAT 4 Bytes groß.
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Old 04/16/2012, 21:56   #6867
 
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Quote:
Originally Posted by _BuRn3R_ View Post
Du benutzt den falschen DatenTypen, der richtige ist BYTE. Der DatenTyp BYTE ist ein Byte groß und FLOAT 4 Bytes groß.
bli bla blubb float geht auch kacknase.
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Old 04/16/2012, 21:58   #6868
 
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Quote:
Originally Posted by BlackxLegend™ View Post
bli bla blubb float geht auch kacknase.
Viel Spaß wenn du Structs benutzt und außerdem sollte man schon den richtigen Datentypen verwenden
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Old 04/16/2012, 22:03   #6869
 
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Quote:
Originally Posted by BlackxLegend™ View Post
bli bla blubb float geht auch kacknase.
BYTE ist aber der richtige DatenTyp du Kacknase.
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Old 04/16/2012, 22:08   #6870
 
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Quote:
Originally Posted by _BuRn3R_ View Post
BYTE ist aber der richtige DatenTyp du Kacknase.
Hast du ausnahmsweise mal recht
Code:
 mov     byte ptr [ebx+1021BCh], 1
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