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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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View Poll Results: Wie findet ihr diesen Thread
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Klasse!
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Geht so
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05/26/2012, 22:50
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#7111
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elite*gold: 0
Join Date: May 2012
Posts: 643
Received Thanks: 846
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Quote:
Originally Posted by Ven0m'
Nein,tust du nicht. 
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Er weis es aber Kopfhoch!! Das is Falsche section um sowas zu bereden ihr spamt nur
AntiSpam:
Perfektes ScalareJump
if (CH_SuperJump == 1)
{
DWORD Player = *(DWORD*)Playerpointer;
if(Player != 0)
{
if(GetAsyncKeyState(VK_CONTROL))
{
*(float*)(Player+Z_Offset) = *(float*)(Player+Z_Offset) += 70;
}}}
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05/26/2012, 23:42
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#7112
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elite*gold: 77
Join Date: May 2012
Posts: 137
Received Thanks: 176
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Release euch hier meinen kleinen HSJumpCheck Bypass, da es eh nur noch paar Tage bis zum Nexon Update sind.
Info: Dieser kleiner aber feiner Bypass sorgt dafür, dass euer Hack stabiler läuft.
Code:
void MEMwrite(void *adr, void *ptr, int size)//Define of Memwrite
{
DWORD OldProtection;
VirtualProtect(adr,size,PAGE_EXECUTE_READWRITE, &OldProtection);
memcpy(adr,ptr,size);
VirtualProtect(adr,size,OldProtection, &OldProtection);
}
DWORD _CALLSERVERCHECK = *(DWORD*)Addys::Ptr::CallServerCheck;//Defines CallServerCheck
DWORD WINAPI HackShieldJumpCheck(LPVOID)//Defines HackShieldJumpCheck Bypass
{
DWORD HSCheck = 0;
do{
HSCheck = (DWORD)GetModuleHandleA("EHSVC.DLL");//Defines HSCheck (EHSVC.DLL)
Sleep(100);//Waiting 100 MS
}while(!HSCheck);//While to block the little Response of HackShield
if(_CALLSERVERCHECK!=0)//If CallServerCheck is active
{ //DO
pHS->Abnormal_Gameplay1 = 0x0 ; // Blocking AbnormalGamePlay Message1
pHS->Abnormal_Gameplay2 = 0x0 ; // Blocking AbnormalGamePlay Message2
pHS->Abnormal_Gameplay3 = 0x0 ; // Blocking AbnormalGamePlay Message3
pHS->Abnormal_Gameplay4 = 0x0 ; // Blocking AbnormalGamePlay Message4
MEMwrite((void*)Addys::Asm::ASM_CRCPATCH,(PBYTE)"\x90\x90",2); //Bypassing CRC at (WarRock.exe)
}
return 1;
}
Addys:
Code:
struct g_pHackShield
{
char xCynoJumpTo1[ 0x124 ] ;//0x00
BYTE Abnormal_Gameplay1 ; // 0x124
BYTE Abnormal_Gameplay2 ; // 0x125
char xCynoJumpTo2[ 0x237 ];// 0x129
BYTE Abnormal_Gameplay3 ; // 0x360
BYTE Abnormal_Gameplay4 ; // 0x361
}; // By Cyno
#define CallServerCheck 0xA02764
#define ASM_CRCPATCH 0x417FD3
Credits:
xCrazia( Full Source )
Cyno ( Addy Structure )
//-> GIVE CREDITS IF YOU USING IT!
//-> DONT BE A LEECHER.
€:
Es werden nacher bestimmt welche kommen, die mich verbessern werden und denken das der Bypass nicht funktioniert aber das ist mir egal ich werde auch nicht darauf antworten für mich funktioniert er.
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05/27/2012, 12:13
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#7113
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
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Hier mein menu:
Code:
DrawBox(pDevice,(x - 8),y,Mxofs+20,Mmax*Mysize+35,BLACK);
DrawRectangle(pDevice,(x - 8),y,Mxofs+20,20,2,GODBLUE);
DrawRectangle(pDevice,(x - 8),(y + 15),Mxofs+20,Mmax*Mysize+20 ,2, GODBLUE);
Color:
#define GODBLUE D3DCOLOR_ARGB(255, 66, 127, 176)
#define BLACK D3DCOLOR_ARGB(255,000,000,000)
Enjoy.
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05/27/2012, 12:27
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#7114
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elite*gold: 0
Join Date: Apr 2010
Posts: 726
Received Thanks: 1,128
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Quote:
Originally Posted by DashWar
Hey,
wollte fragen ob das so funktionieren könnte:
Code:
#pragma once
#include<stdio.h>
const char MarienTxt[] = {"C:\Desktop\Vip-Hack\Marien.txt"};
char OpenSpirit(BYTE *Path)
{
char *cPath = (char*)Path;
errno_t Error;
for(int i = 0;i<32;i++)
{
Error = (char)fopen(&cPath[i],"r");
if(Error!=0)
{
MessageBoxA(0,"Error Spirit could not be found","ERROR[001]",MB_OK);
}
return cPath[i];
}
return 0;
}
BYTE cMarienMMap[] = {OpenSpirit((BYTE*)MarienTxt)};
oder ist das schwachsinn??
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"C:\Desktop\Vip-Hack\Marien.txt" Need to be "C:\User\Desktop\Vip-Hack\Marien.txt"
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05/27/2012, 12:38
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#7115
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
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Mein Structlogger Source + Pattern.
Pattern:
Code:
DWORD dwIndex = dwNoRecoil3 + 0x4C;
DWORD dwGravityX = dwIndex + 0x17;
DWORD dwGravityY = dwGravityX + 0x4;
DWORD dwGravityZ = dwGravityY + 0x4;
DWORD dwWeaponState = FindPattern((PBYTE)"\x8B\xB0\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x3B\xC6","xx????x????xx",2,true);
DWORD dwPlayerSpeed = dwNoSpread - 0x4;
DWORD dwAutoPlant = FindPattern((PBYTE)"\x89\xB3\x00\00\x00\x00\x89\xB3\x00\00\x00\x00\x66\x89\x83\x00\x00\x00\x00\x66\x89\xBB","xx????xx????xxx????xxx",2,true);
DWORD dwAutoDefuse = dwAutoPlant + 0x4;
DWORD dwAutoShot = dwAutoDefuse + 0x12;
DWORD dwViewX = FindPattern((PBYTE)"\x8D\x8B\x00\x00\x00\x00\xD8\x21","xx????xx",2,true);
DWORD dwViewY = dwViewX + 0x4;
DWORD dwViewZ = dwViewY + 0x4;
DWORD dwPitch = FindPattern((PBYTE)"\xD9\x93\x00\x00\x00\x00\x66\x89\x83\x00\x00\x00\x00\xD9\x93\x00\x00\x00\x00\x88\x83\x00\x00\x00\x00\x33\xC0","xx????xxx????xx????xx????xx",2,true);
DWORD dwYaw = FindPattern((PBYTE)"\xD8\xA0\x00\x00\x00\x00\xDC\x35\x00\x00\x00\x00\xDC\x0D\x00\x00\x00\x00\xD9\x5C\x24\x14","xx????xx????xx????xxxx",2,true);
DWORD dwWeapon1 = FindPattern((PBYTE)"\x66\x8B\x80\x00\x00\x00\x00\x66\x3B\x46","xxx????xxx",3,true);
DWORD dwWeapon2 = dwWeapon1 + 0x2;
DWORD dwWeapon3 = dwWeapon2 + 0x2;
DWORD dwNoRecoil1 = FindPattern((PBYTE)"\x8B\x87\x00\x00\x00\x00\x7A","xx????x",2,true);
DWORD dwNoRecoil2 = dwNoRecoil1 + 0x4;
DWORD dwNoRecoil3 = dwNoRecoil2 + 0x4;
DWORD dwNoM134Idle = FindPattern((PBYTE)"\x39\xBB\x00\x00\x00\x00\x0F\x85\x00\x00\x00\x00\x0F\xB7\x83","xx????xx????xxx",2,true);
DWORD dwFastNadeBlast = dwNoSpread + 0x4;
DWORD dwXAchse = FindPattern((PBYTE)"\x8D\x87\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xE8","xx????x????x",2,true);
DWORD dwYAchse = dwXAchse - 0x8;
DWORD dwZAchse = dwXAchse + 0x8;
DWORD dwNoSpread = FindPattern((PBYTE)"\xD9\x83\x00\x00\x00\x00\x0F\xB7\x85\x00\x00\x00\x00\xD9\xE8","xx????xxx????xx",2,true);
DWORD dwNoFallDamage = FindPattern((PBYTE)"\x8D\xB7\x00\x00\x00\x00\xD9\x1C\x24","xx????xxx",2,true);
Log Source:
Code:
Writelog("struct CPlayer");
Writelog("{");
Writelog(" char xUnknown1[%d];//0x00",dwNoRecoil1);
Writelog(" float NoRecoil1;//0x%X",dwNoRecoil1);
Writelog(" float NoRecoil2;//0x%X",dwNoRecoil2);
Writelog(" float NoRecoil3;//0x%X",dwNoRecoil3);
Writelog(" char xUnknown2[%d];//0x%X",dwIndex - dwNoRecoil3 - 0x4, dwNoRecoil3 + 0x4);
Writelog(" BYTE Index;//0x%X",dwIndex);
Writelog(" char xUnknown3[%d];//0x%X",dwGravityX - dwIndex - 0x1, dwIndex + 0x1);
Writelog(" float GravityX;//0x%X",dwGravityX);
Writelog(" float GravityY;//0x%X",dwGravityY);
Writelog(" float GravityZ;//0x%X",dwGravityZ);
Writelog(" char xUnknown4[%d];//0x%X",dwWeaponState - dwGravityZ - 0x4, dwGravityZ + 0x4);
Writelog(" int WeaponState;//0x%X",dwWeaponState);
Writelog(" char xUnknown5[%d];//0x%X",dwNoSpread - dwWeaponState - 0x4, dwWeaponState + 0x4);
Writelog(" float NoSpread;//0x%X",dwNoSpread);
Writelog(" float FastNadeBlast;//0x%X",dwFastNadeBlast);
Writelog(" char xUnknown6[%d];//0x%X",dwPitch - dwFastNadeBlast - 0x4, dwFastNadeBlast + 0x4);
Writelog(" float Pitch;//0x%X",dwPitch);
Writelog(" char xUnknown7[%d];//0x%X",dwYaw - dwPitch - 0x4, dwPitch + 0x4);
Writelog(" float Yaw;//0x%X",dwYaw);
Writelog(" char xUnknown8[%d];//0x%X",dwViewX - dwYaw - 0x4, dwYaw + 0x4);
Writelog(" float ViewX;//0x%X",dwViewX);
Writelog(" float ViewY;//0x%X",dwViewY);
Writelog(" float ViewZ;//0x%X",dwViewZ);
Writelog(" char xUnknown9[%d];//0x%X",dwWeapon1 - dwViewZ - 0x4, dwViewZ + 0x4);
Writelog(" WORD Weapon1;//0x%X",dwWeapon1);
Writelog(" WORD Weapon2;//0x%X",dwWeapon2);
Writelog(" WORD Weapon3;//0x%X",dwWeapon3);
Writelog(" char xUnknown10[%d];//0x%X",dwPlayerState - dwWeapon3 - 0x2, dwWeapon3 + 0x2);
Writelog(" BYTE PlayerState;//0x%X",dwPlayerState);
Writelog(" char xUnknown11[%d];//0x%X",dwNoFallDamage - dwPlayerState - 0x1, dwPlayerState + 0x1);
Writelog(" float NoFallDamage;//0x%X",dwNoFallDamage);
Writelog(" char xUnknown12[%d];//0x%X",dwXAchse - dwNoFallDamage - 0x4, dwNoFallDamage + 0x4);
Writelog(" float PosX;//0x%X",dwXAchse);
Writelog(" char xUnknown13[%d];//0x%X",dwYAchse - dwXAchse - 0x4, dwXAchse + 0x4);
Writelog(" float PosY;//0x%X",dwYAchse);
Writelog(" char xUnknown14[%d];//0x%X",dwZAchse - dwYAchse - 0x4, dwYAchse + 0x4);
Writelog(" float PosZ;//0x%X",dwZAchse);
Writelog(" char xUnknown15[%d];//0x%X",dwAutoPlant - dwZAchse - 0x4, dwZAchse + 0x4);
Writelog(" DWORD AutoPlant;//0x%X",dwAutoPlant);
Writelog(" DWORD AutoDefuse;//0x%X",dwAutoDefuse);
Writelog(" char xUnknown16[%d];//0x%X",dwAutoShot - dwAutoDefuse - 0x4, dwAutoDefuse + 0x4);
Writelog(" DWORD AutoShot;//0x%X",dwAutoShot);
Writelog(" char xUnknown17[%d];//0x%X",dwNoM134Idle - dwAutoShot - 0x4, dwAutoShot + 0x4);
Writelog(" float NoM134Idle;//0x%X",dwNoM134Idle);
Writelog("};");
Enjoy it, credits to me!
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05/27/2012, 16:16
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#7116
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elite*gold: 0
Join Date: Dec 2011
Posts: 309
Received Thanks: 2,113
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New Features : NadeSize
Screenshot :
Source :
Code:
Addys : #define ADR_NadeSize 0x865C20
switch ( _Cy_NadeSize )
{
case 0:*(FLOAT*)(ADR_NadeSize) = (0.13);break; //Normal Volue
case 1:*(FLOAT*)(ADR_NadeSize) = (0.13f*10);break; //x10Size
case 2:*(FLOAT*)(ADR_NadeSize) = (0.13f*30);break; //x30Size
case 3:*(FLOAT*)(ADR_NadeSize) = (0.13f*50);break; //x50Size
case 4:*(FLOAT*)(ADR_NadeSize) = (0.13f*70);break; //x70Size
case 5:*(FLOAT*)(ADR_NadeSize) = (0.13f*100);break; //x100Size
//e.t.c
}
[-Credist CyBerTürk™-]
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05/27/2012, 16:49
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#7117
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elite*gold: 0
Join Date: Mar 2012
Posts: 194
Received Thanks: 311
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Quote:
Originally Posted by CyBerTürk™.
New Features : NadeSize
Screenshot :
Source :
Code:
Addys : #define ADR_NadeSize 0x865C20
switch ( _Cy_NadeSize )
{
case 0:*(FLOAT*)(ADR_NadeSize) = (0.13);break; //Normal Volue
case 1:*(FLOAT*)(ADR_NadeSize) = (0.13f*10);break; //x10Size
case 2:*(FLOAT*)(ADR_NadeSize) = (0.13f*30);break; //x30Size
case 3:*(FLOAT*)(ADR_NadeSize) = (0.13f*50);break; //x50Size
case 4:*(FLOAT*)(ADR_NadeSize) = (0.13f*70);break; //x70Size
case 5:*(FLOAT*)(ADR_NadeSize) = (0.13f*100);break; //x100Size
//e.t.c
}
[-Credist CyBerTürk™-]
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Original credits to R3D_L!n3, he had it first
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05/27/2012, 16:55
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#7118
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elite*gold: 0
Join Date: Dec 2011
Posts: 309
Received Thanks: 2,113
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Quote:
Originally Posted by cheatslaw
Original credits to R3D_L!n3, he had it first
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but it may be
I did not see where the shared
Anti:
Code:
[B]Addys : #define ADR_SprintSpeed 0x865590
switch( _Cy_SprintSpeed )
{
case 0:*(FLOAT*)(ADR_SprintSpeed) = (0.7);break; //Normal Volue
case 1:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*0);break; //NoSprint
case 2:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*2);break; //x2Speed
case 3:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*3);break; //x3Speed
case 4:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*4);break; //x4Speed
case 5:*(FLOAT*)(ADR_SprintSpeed) = (0.7f*5);break; //x5Speed
//e.t.c
}
[-ReSearch CyBerTürk™][/B]
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05/27/2012, 17:11
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#7119
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elite*gold: 0
Join Date: Mar 2012
Posts: 194
Received Thanks: 311
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Quote:
Originally Posted by CyBerTürk™.
but it may be
I did not see where the shared
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at least leave him some credits
he invented and started this function, not meaning to be rude bro, you know i love you
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05/27/2012, 17:16
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#7120
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elite*gold: 0
Join Date: Dec 2011
Posts: 309
Received Thanks: 2,113
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Quote:
Originally Posted by cheatslaw
at least leave him some credits
he invented and started this function, not meaning to be rude bro, you know i love you 
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I said I do share the last final
I love you, thank you ^^
Anti:
Code:
//---------SniperClip---------//
Addys : #define ADR_SniperClip 0x0A02367
if ( _Cy_SniperClip )
{
_asm MOV BYTE PTR DS:[ADR_SniperClip] , 1
}
//---------ExtraAmmo---------//
Addys : ADR_ExtraAmmo 0xA02368
if ( _Cy_ExtraAmmo )
{
_asm MOV BYTE PTR DS:[ADR_ExtraAmmo] , 1
}
//---------SniperZoom---------//
Addys : #define ADR_SniperZoom 0xA0236D
if ( _Cy_SniperZoom )
{
_asm MOV BYTE PTR DS:[ADR_SniperZoom] , 1
}
//---------VBandage---------//
Addys : #define ADR_VBandage 0xA0236A
if ( _Cy_VBandage )
{
_asm MOV BYTE PTR DS:[ADR_VBandage] , 1
}
[-ReSearch CyBerTürk™]
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05/28/2012, 12:56
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#7121
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elite*gold: 0
Join Date: May 2012
Posts: 643
Received Thanks: 846
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Was ist die geschwindigkeit von rollspeed?
//RollSpeed
if (CH_RollSpeed ==0)
{
*(double*)(ADR_RollSpeed )=(?*1);
}
if (CH_RollSpeed ==1)
{
*(double*)(ADR_RollSpeed )=(?*2);
}
if (CH_RollSpeed ==2)
{
*(double*)(ADR_RollSpeed )=(?*3);
}
if (CH_RollSpeed ==3)
{
*(double*)(ADR_RollSpeed )=(?*4);
}
wär die source dann richtig?
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05/28/2012, 13:02
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#7122
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elite*gold: 0
Join Date: May 2012
Posts: 67
Received Thanks: 70
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Bei meinem alten Base war es so:
if(CH_RollSpeed == 1)
{
*(float*)ADR_RollSpeed = 200;
}
aber das war auch 1-2 jahre her :s
Meine frage:
könnt ihr mir bei dieser funktion helfen ? z.B
if (CH_SuperJump)
{
if (GetAsyncKeyState(VK_CONTROL))
{
p_Base->pLocal->PosZ = +***.**;
}
}
wie mache ich das jetzt genau mit der p_Base->pLocal usw ?
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05/28/2012, 13:22
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#7123
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
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Code:
[========= Player Speed ==========]
if (CH_PlayerSpeed)
{
DWORD PlayerSpeed = 0x8658D8;
__asm
{
FMUL QWORD PTR DS:[Adress], 96 * 5;
}
}
[======= Super No Spread =========]
if (CH_SuperNoSpread == 1)
{
DWORD Adress = 0x8655C0;
__asm
{
FADD QWORD PTR DS:[Adress], 5
}
}
if (CH_SuperNoSpread == 0)
{
DWORD Adress = 0x8655C0;
__asm
{
FADD QWORD PTR DS:[Adress], 0
}
}
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05/28/2012, 13:28
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#7124
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elite*gold: 0
Join Date: Aug 2010
Posts: 972
Received Thanks: 1,583
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Die Adresse zeigt auf einen null terminated String ...
Außerdem ist es völlig sinnlos die Adresse einfach nur zu pushen
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05/28/2012, 21:21
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#7125
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elite*gold: 0
Join Date: May 2012
Posts: 48
Received Thanks: 8
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Code:
if (triggerBot==1)
{
DWORD ActivePL = *(DWORD*)ADR_TRIGGER;
if( ActivePL == 0x2){
mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
triggerstop=true;
}else{
if (triggerstop){
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
triggerstop=false;
}
if (GetAsyncKeyState(VK_LBUTTON)&0x8000)
{
if (triggerstop){
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
triggerstop=false;
}
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
}else{
if (triggerstop){
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
triggerstop=false;
}
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
}}}
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