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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 06/29/2012, 22:21   #7321
 
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Quote:
Originally Posted by xroute66x™ :) View Post
So etwas in der Art?
Das ist eine Creditsbox
Code:
  if (Mtitle[0]) {
DrawTextC((x * 7) + 5, y, RED, Mtitle, pFont1);
CMenu_DrawCronersBox((INT)x * 14 + 42,(INT)y - 3,18,95, pDevice);//Credits-Name Box
DrawTextC((INT)(x * 15) + (35 + 7 * 6) ,(INT) y - 2, GREEN, "Credits", pFont1);	//Text = Credits
       CMenu_DrawCronersBox((INT)x * 14 + 42,(INT)y + 22 ,60 + 1,95, pDevice);//Credits Box
	   DrawTextC((INT)(x * 14) + (37 + 7 * 7) ,(INT) y + 22, GREEN, "Croner", pFont1);//Credits
	   DrawTextC((INT)(x * 14) + (35 + 7 * 7) ,(INT) y + 37, GREEN, "Credits", pFont1);//Credits
	   DrawTextC((INT)(x * 14) + (37 + 7 * 7) ,(INT) y + 52, GREEN, "Credits", pFont1);//Credits
	   DrawTextC((INT)(x * 14) + (37 + 7 * 7) ,(INT) y + 67, GREEN, "Credits", pFont1);//Credits
Credits to Croner & me

Wenn ich wüsste wie ich das dingen einsetzten muss, dann könnte ich dir das sagen. Also wenn ichs in die draw.h einfügen hab ich schonmal ein paar Fehler weniger ;D
Fischii26 is offline  
Old 06/29/2012, 22:28   #7322
 
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request quick Plant/defuse on/off bytes
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Old 06/30/2012, 07:21   #7323
 
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Arrow

void DrawTextC(int x,int y,DWORD color,char *text, CD3DFont* pFont1)
{
pFont1->DrawTextA((float)x, (float)y, color, text, DT_CENTER|DT_NOCLIP);
}



und das in d3dmenu ->



void DrawTextC(int x,int y,DWORD color,char *text, CD3DFont* pFont1);
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Old 06/30/2012, 10:51   #7324
 
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Quote:
Originally Posted by Fischii26 View Post
Wenn ich wüsste wie ich das dingen einsetzten muss, dann könnte ich dir das sagen. Also wenn ichs in die draw.h einfügen hab ich schonmal ein paar Fehler weniger ;D
Du musst da auch "CMenu_DrawCronersBox" und "DrawTextC" umbennen, so wie es in der Base steht.
Am besten könnt ich dir per TV helfen.
Die Box sieht so aus :
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Old 06/30/2012, 11:26   #7325
 
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#Req. QuickPlant ON bytes..
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Old 06/30/2012, 11:36   #7326
 
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#define ASM_QUICKPLANT 0x4F5B9D
#define ASM_QUICKDEFUSE 0x4F145C

if(items->menu.player.QuickPlantASM)
{
MemoryEdit((void*)(ASM_QUICKPLANT), (PBYTE)"\xEB\x39", 2);
}
else
{
MemoryEdit((void*)(ASM_QUICKPLANT), (PBYTE)"\x7D\x16", 2);
}
if(items->menu.player.QuickDefuseASM)
{
MemoryEdit((void*)(ASM_QUICKDEFUSE), (PBYTE)"\xEB\x3C", 2);
}
else
{
MemoryEdit((void*)(ASM_QUICKDEFUSE), (PBYTE)"\x7D\x07", 2);
}
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Old 06/30/2012, 16:11   #7327
 
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Brauche Hilfe bei Chams Source, Debuggen geht mittlerweile 1a aber ingame gehen sie nicht. Kann mir wer über TV helfen?

Danke

€: Mein Versuch. (Hab ich mehrmals umgeschrieben)

PHP Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3DdevIDirect3DTexture9 **ppD3DtexDWORD colour32)
{
    if(
FAILED(pD3Ddev->CreateTexture(8810D3DFMT_A4R4G4B4D3DPOOL_MANAGEDppD3DtexNULL)))
        return 
E_FAIL;
    
    
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
                    |(
WORD)(((colour32>>20)&0xF)<<8)
                     |(
WORD)(((colour32>>12)&0xF)<<4)
                     |(
WORD)(((colour32>>4)&0xF)<<0);

    
D3DLOCKED_RECT d3dlr;    
    (*
ppD3Dtex)->LockRect(0, &d3dlr00);
    
WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(
int xy=0xy 8*8xy++)
        *
pDst16++ = colour16;

    (*
ppD3Dtex)->UnlockRect(0);

    return 
S_OK;
}
LPDIRECT3DTEXTURE9 sRed,sYellow,sGreen,sBlue,sPurple,sPink,sOrange,sBlack,sWhite,sGrey,sCyan;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDeviceD3DPRIMITIVETYPE TypeINT BaseVertexIndexUINT MinVertexIndexUINT NumVerticesUINT startIndexUINT primCount)
{
if(
Color)
{
GenerateTexture(pDevice, &sRed,     RED);
GenerateTexture(pDevice, &sYellow,    YELLOW);
GenerateTexture(pDevice, &sGreen,    GREEN);
GenerateTexture(pDevice, &sBlue,    BLUE);
GenerateTexture(pDevice, &sPurple,    PURPLE);
GenerateTexture(pDevice, &sPink,    PINK);
GenerateTexture(pDevice, &sOrange,    ORANGE);
GenerateTexture(pDevice, &sBlack,    BLACK);
GenerateTexture(pDevice, &sWhite,    WHITE);
GenerateTexture(pDevice, &sGreyGREY);
GenerateTexture(pDevice, &sCyan CYAN);
Color false;

return 
TRUE;
}}
UINT m_Stride;
HRESULT WINAPI DrawIndexedPrimitiveMain(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
    if(
CH_Chams==1)
{
if(
CH_ChamsColorA || !CH_ChamsColorA)
{
if(
m_Stride == 36)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}
if(
m_Stride == 32)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
if(
CH_Chams==1)
{
if(
CH_ChamsColorB || !CH_ChamsColorB)
{
if(
m_Stride== 36){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
if(
m_Stride== 32){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
}
return 
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}}}}} 
Edit:

BlackLegends 0815 Debuggingbug behoben

PHP Code:
DWORD lpflOldProtect;
BOOL MemoryEditx VOID *lpMemVOID *lpSrcDWORD len)
{
DWORD lpflOldProtectflNewProtect PAGE_READWRITE;
unsigned char *pDst = (unsigned char *)lpMem
*
pSrc = (unsigned char *)lpSrc;
if (
VirtualProtect(lpMem,len,flNewProtect,&lpflOldProtect))
{
while(
len-- >0) *pDst++ = *pSrc++;
VirtualProtect(lpMem,lenlpflOldProtect,&lpflOldProtect);
FlushInstructionCache(GetCurrentProcess(), lpMemlen);
return 
1;
}
return 
0;
}

void HackShieldBP (void)//new Bypass
{
DWORD hEhSvc 0;
do{
hEhSvc = (DWORD)GetModuleHandle("EhSvc.dll");
Sleep(300); // Waiting EhSvc.dll Module
}while(!hEhSvc);
MemoryEditx((void *)(hEhSvc 0x09FA8), (void *)"\x74\x15"2);
MemoryEditx((void *)(hEhSvc 0x7907A), (void *)"\xC3"1);
MemoryEditx((void *)(hEhSvc 0x96863), (void *)"\x03\xD2\xB0\x00\x00\x00\x00"2);
MemoryEditx((void *)(hEhSvc 0x9457F), (void *)"\xB0\x00\x00\x00\x00",5);

When u use it give 95% Crediz to Black and 5% Credis ti mee^^
Fischii26 is offline  
Old 06/30/2012, 18:13   #7328
 
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Posts: 738
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Quote:
Originally Posted by Fischii26 View Post
Brauche Hilfe bei Chams Source, Debuggen geht mittlerweile 1a aber ingame gehen sie nicht. Kann mir wer über TV helfen?

Danke

€: Mein Versuch. (Hab ich mehrmals umgeschrieben)

PHP Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3DdevIDirect3DTexture9 **ppD3DtexDWORD colour32)
{
    if(
FAILED(pD3Ddev->CreateTexture(8810D3DFMT_A4R4G4B4D3DPOOL_MANAGEDppD3DtexNULL)))
        return 
E_FAIL;
    
    
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
                    |(
WORD)(((colour32>>20)&0xF)<<8)
                     |(
WORD)(((colour32>>12)&0xF)<<4)
                     |(
WORD)(((colour32>>4)&0xF)<<0);

    
D3DLOCKED_RECT d3dlr;    
    (*
ppD3Dtex)->LockRect(0, &d3dlr00);
    
WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(
int xy=0xy 8*8xy++)
        *
pDst16++ = colour16;

    (*
ppD3Dtex)->UnlockRect(0);

    return 
S_OK;
}
LPDIRECT3DTEXTURE9 sRed,sYellow,sGreen,sBlue,sPurple,sPink,sOrange,sBlack,sWhite,sGrey,sCyan;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDeviceD3DPRIMITIVETYPE TypeINT BaseVertexIndexUINT MinVertexIndexUINT NumVerticesUINT startIndexUINT primCount)
{
if(
Color)
{
GenerateTexture(pDevice, &sRed,     RED);
GenerateTexture(pDevice, &sYellow,    YELLOW);
GenerateTexture(pDevice, &sGreen,    GREEN);
GenerateTexture(pDevice, &sBlue,    BLUE);
GenerateTexture(pDevice, &sPurple,    PURPLE);
GenerateTexture(pDevice, &sPink,    PINK);
GenerateTexture(pDevice, &sOrange,    ORANGE);
GenerateTexture(pDevice, &sBlack,    BLACK);
GenerateTexture(pDevice, &sWhite,    WHITE);
GenerateTexture(pDevice, &sGreyGREY);
GenerateTexture(pDevice, &sCyan CYAN);
Color false;

return 
TRUE;
}}
UINT m_Stride;
HRESULT WINAPI DrawIndexedPrimitiveMain(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
    if(
CH_Chams==1)
{
if(
CH_ChamsColorA || !CH_ChamsColorA)
{
if(
m_Stride == 36)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}
if(
m_Stride == 32)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
if(
CH_Chams==1)
{
if(
CH_ChamsColorB || !CH_ChamsColorB)
{
if(
m_Stride== 36){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
if(
m_Stride== 32){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
}
return 
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}}}}} 
Edit:

BlackLegends 0815 Debuggingbug behoben

PHP Code:
DWORD lpflOldProtect;
BOOL MemoryEditx VOID *lpMemVOID *lpSrcDWORD len)
{
DWORD lpflOldProtectflNewProtect PAGE_READWRITE;
unsigned char *pDst = (unsigned char *)lpMem
*
pSrc = (unsigned char *)lpSrc;
if (
VirtualProtect(lpMem,len,flNewProtect,&lpflOldProtect))
{
while(
len-- >0) *pDst++ = *pSrc++;
VirtualProtect(lpMem,lenlpflOldProtect,&lpflOldProtect);
FlushInstructionCache(GetCurrentProcess(), lpMemlen);
return 
1;
}
return 
0;
}

void HackShieldBP (void)//new Bypass
{
DWORD hEhSvc 0;
do{
hEhSvc = (DWORD)GetModuleHandle("EhSvc.dll");
Sleep(300); // Waiting EhSvc.dll Module
}while(!hEhSvc);
MemoryEditx((void *)(hEhSvc 0x09FA8), (void *)"\x74\x15"2);
MemoryEditx((void *)(hEhSvc 0x7907A), (void *)"\xC3"1);
MemoryEditx((void *)(hEhSvc 0x96863), (void *)"\x03\xD2\xB0\x00\x00\x00\x00"2);
MemoryEditx((void *)(hEhSvc 0x9457F), (void *)"\xB0\x00\x00\x00\x00",5);

When u use it give 95% Crediz to Black and 5% Credis ti mee^^
Ich weiß nicht ob du zu doof für alles bist, oder einfach kein c++ kannst.
Aber sowas sollte man halt sehen:

(Das in Rot)
Quote:
void HackShieldBP (void)//new Bypass
{
DWORD hEhSvc = 0;
do{
hEhSvc = (DWORD)GetModuleHandle("EhSvc.dll");
Sleep(300); // Waiting EhSvc.dll Module
}while(!hEhSvc);
MemoryEditx((void *)(hEhSvc + 0x09FA8), (void *)"\x74\x15", 2);
MemoryEditx((void *)(hEhSvc + 0x7907A), (void *)"\xC3", 1);
MemoryEditx((void *)(hEhSvc + 0x96863), (void *)"\x03\xD2\xB0\x00\x00\x00\x00", 2);
MemoryEditx((void *)(hEhSvc + 0x9457F), (void *)"\xB0\x00\x00\x00\x00",5);
}
Zum Chams Problem:
Hast du myDrawIndexedPrimitive auch gehookt?
Und stell mal auf Release um
€: 100% Credits an Silentchris für den Bypass
BlackLegend™# is offline  
Old 06/30/2012, 18:20   #7329
 
elite*gold: 0
Join Date: Jul 2011
Posts: 152
Received Thanks: 76
Quote:
Originally Posted by BlackLegend™# View Post
Ich weiß nicht ob du zu doof für alles bist, oder einfach kein c++ kannst.
Aber sowas sollte man halt sehen:

(Das in Rot)

Zum Chams Problem:
Hast du myDrawIndexedPrimitive auch gehookt?
Und stell mal auf Release um
€: 100% Credits an Silentchris für den Bypass
Ich schätze ich bin doof für alles Ach ja gesehen hab ich das schon nur wenn du den Salat mal debuggen würdest, dann würdest du sehen das dass lpflOldProtect zusammengeschrieben sein muss und mit DWORD lpflOldProtect; definiert sein muss.

Oh man perfect german...

Also Ich hab alles in die Main.cpp reingeklatscht, sonst kommen überall fehlermeldungen... Is sowieso ne drecks base. Hat lauter bugs >.>
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Old 06/30/2012, 19:38   #7330
 
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Ich schätze ich bin doof für alles Ach ja gesehen hab ich das schon nur wenn du den Salat mal debuggen würdest, dann würdest du sehen das dass lpflOldProtect zusammengeschrieben sein muss und mit DWORD lpflOldProtect; definiert sein muss.

Oh man perfect german...

Also Ich hab alles in die Main.cpp reingeklatscht, sonst kommen überall fehlermeldungen... Is sowieso ne drecks base. Hat lauter bugs >.>
Nur mal so ....
Wie wäre es mit C++ lernen? Das wär wohl der erste Schritte vom C&P´n wegzukommen.
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Old 06/30/2012, 22:37   #7331
 
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Old 06/30/2012, 23:04   #7332

 
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Request New Addys
Wrong Thread!

Right:
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Old 07/01/2012, 02:20   #7333
 
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Wrong Thread!

Right:

I was looking for that thread, thank you.
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Old 07/01/2012, 04:09   #7334
 
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Originally Posted by BlackLegend™# View Post
Nur mal so ....
Wie wäre es mit C++ lernen? Das wär wohl der erste Schritte vom C&P´n wegzukommen.
Öhm jo... Das ding ist nur.... Ich C&Pé nicht

Anti:

if (CH_Rap ==1)
{
if(GetAsyncKeyState(VK_LBUTTON) &5567)
{
*(float*) (_CALLPLAYER+OFS_ZeroDelay) = 0xFEEEEFF;
}
}
}
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Old 07/01/2012, 09:53   #7335
 
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Öhm jo... Das ding ist nur.... Ich C&Pé nicht
Nein nein überhaupt nicht du tust ja nur so....

Ach noch etwas. Warum hat jeder die falsche AWC Addy?

Hier das geht:

#define ASM_CROSSHAIR 0x54B4C4

if(items->menu.player.AllWaysCrossASM)
{
MemoryEdit((void *)(ASM_CROSSHAIR), (PBYTE)"\x90\x90",2);
}
else
{
MemoryEdit((void *)(ASM_CROSSHAIR),(PBYTE)"\x75\x18",2);
}
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