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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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78 |
60.94% |
Geht so
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17 |
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Sinnlos, braucht keiner
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06/29/2012, 22:21
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#7321
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elite*gold: 0
Join Date: Jul 2011
Posts: 152
Received Thanks: 76
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Quote:
Originally Posted by xroute66x™ :)
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
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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
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06/29/2012, 22:28
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#7322
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elite*gold: 26
Join Date: Dec 2010
Posts: 4,343
Received Thanks: 2,395
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request quick Plant/defuse on/off bytes
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06/30/2012, 07:21
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#7323
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elite*gold: 0
Join Date: Jun 2012
Posts: 147
Received Thanks: 29
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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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06/30/2012, 10:51
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#7324
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elite*gold: 0
Join Date: Jul 2011
Posts: 3,812
Received Thanks: 1,840
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Quote:
Originally Posted by Fischii26
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
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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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06/30/2012, 11:26
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#7325
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elite*gold: 0
Join Date: Apr 2012
Posts: 594
Received Thanks: 810
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#Req. QuickPlant ON bytes..
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06/30/2012, 11:36
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#7326
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elite*gold: 5
Join Date: Jan 2012
Posts: 738
Received Thanks: 1,707
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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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06/30/2012, 16:11
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#7327
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elite*gold: 0
Join Date: Jul 2011
Posts: 152
Received Thanks: 76
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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 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32) { if(FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL))) 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, &d3dlr, 0, 0); WORD *pDst16 = (WORD*)d3dlr.pBits;
for(int xy=0; xy < 8*8; xy++) *pDst16++ = colour16;
(*ppD3Dtex)->UnlockRect(0);
return S_OK; } LPDIRECT3DTEXTURE9 sRed,sYellow,sGreen,sBlue,sPurple,sPink,sOrange,sBlack,sWhite,sGrey,sCyan; HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT 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, &sGrey, GREY); 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_ChamsColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false); if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false); if(CH_ChamsColorA==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorA==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorA==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorA==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorA==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorA==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorA==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorA==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorA==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorA==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorA==11){pDevice->SetTexture(0, sCyan);} myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); } if(m_Stride == 32) { if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false); if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false); if(CH_ChamsColorA==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorA==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorA==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorA==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorA==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorA==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorA==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorA==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorA==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorA==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorA==11){pDevice->SetTexture(0, sCyan);} myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); if(CH_Chams==1) { if(CH_ChamsColorB || !CH_ChamsColorB) { if(m_Stride== 36){ if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTING, false); if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLE, true); if(CH_ChamsColorB==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorB==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorB==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorB==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorB==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorB==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorB==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorB==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorB==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorB==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorB==11){pDevice->SetTexture(0, sCyan);} } if(m_Stride== 32){ if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTING, false); if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLE, true); if(CH_ChamsColorB==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorB==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorB==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorB==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorB==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorB==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorB==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorB==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorB==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorB==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorB==11){pDevice->SetTexture(0, sCyan);} } } return myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); }}}}}
Edit:
BlackLegends 0815 Debuggingbug behoben
PHP Code:
DWORD lpflOldProtect; BOOL MemoryEditx ( VOID *lpMem, VOID *lpSrc, DWORD len) { DWORD lpflOldProtect, flNewProtect = 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,len, lpflOldProtect,&lpflOldProtect); FlushInstructionCache(GetCurrentProcess(), lpMem, len); 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^^
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06/30/2012, 18:13
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#7328
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elite*gold: 5
Join Date: Jan 2012
Posts: 738
Received Thanks: 1,707
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Quote:
Originally Posted by Fischii26
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 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32) { if(FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL))) 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, &d3dlr, 0, 0); WORD *pDst16 = (WORD*)d3dlr.pBits;
for(int xy=0; xy < 8*8; xy++) *pDst16++ = colour16;
(*ppD3Dtex)->UnlockRect(0);
return S_OK; } LPDIRECT3DTEXTURE9 sRed,sYellow,sGreen,sBlue,sPurple,sPink,sOrange,sBlack,sWhite,sGrey,sCyan; HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT 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, &sGrey, GREY); 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_ChamsColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false); if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false); if(CH_ChamsColorA==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorA==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorA==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorA==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorA==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorA==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorA==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorA==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorA==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorA==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorA==11){pDevice->SetTexture(0, sCyan);} myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); } if(m_Stride == 32) { if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false); if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false); if(CH_ChamsColorA==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorA==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorA==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorA==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorA==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorA==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorA==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorA==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorA==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorA==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorA==11){pDevice->SetTexture(0, sCyan);} myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); if(CH_Chams==1) { if(CH_ChamsColorB || !CH_ChamsColorB) { if(m_Stride== 36){ if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTING, false); if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLE, true); if(CH_ChamsColorB==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorB==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorB==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorB==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorB==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorB==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorB==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorB==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorB==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorB==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorB==11){pDevice->SetTexture(0, sCyan);} } if(m_Stride== 32){ if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTING, false); if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLE, true); if(CH_ChamsColorB==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorB==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorB==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorB==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorB==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorB==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorB==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorB==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorB==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorB==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorB==11){pDevice->SetTexture(0, sCyan);} } } return myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); }}}}}
Edit:
BlackLegends 0815 Debuggingbug behoben
PHP Code:
DWORD lpflOldProtect; BOOL MemoryEditx ( VOID *lpMem, VOID *lpSrc, DWORD len) { DWORD lpflOldProtect, flNewProtect = 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,len, lpflOldProtect,&lpflOldProtect); FlushInstructionCache(GetCurrentProcess(), lpMem, len); 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^^
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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);
}
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Zum Chams Problem:
Hast du myDrawIndexedPrimitive auch gehookt?
Und stell mal auf Release um
€: 100% Credits an Silentchris für den Bypass
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06/30/2012, 18:20
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#7329
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elite*gold: 0
Join Date: Jul 2011
Posts: 152
Received Thanks: 76
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Quote:
Originally Posted by BlackLegend™#
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
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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 >.>
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06/30/2012, 19:38
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#7330
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elite*gold: 5
Join Date: Jan 2012
Posts: 738
Received Thanks: 1,707
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Quote:
Originally Posted by Fischii26
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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Nur mal so ....
Wie wäre es mit C++ lernen? Das wär wohl der erste Schritte vom C&P´n wegzukommen.
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06/30/2012, 22:37
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#7331
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elite*gold: 0
Join Date: Feb 2012
Posts: 22
Received Thanks: 0
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Request New Addys
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06/30/2012, 23:04
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#7332
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elite*gold: 14
Join Date: Nov 2011
Posts: 139
Received Thanks: 170
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Quote:
Originally Posted by Infern017
Request New Addys
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Wrong Thread!
Right:
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07/01/2012, 02:20
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#7333
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elite*gold: 0
Join Date: Feb 2012
Posts: 22
Received Thanks: 0
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Quote:
Originally Posted by _BlackOne
Wrong Thread!
Right:

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I was looking for that thread, thank you.
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07/01/2012, 04:09
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#7334
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elite*gold: 0
Join Date: Jul 2011
Posts: 152
Received Thanks: 76
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Quote:
Originally Posted by BlackLegend™#
Nur mal so ....
Wie wäre es mit C++ lernen? Das wär wohl der erste Schritte vom C&P´n wegzukommen.
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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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07/01/2012, 09:53
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#7335
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elite*gold: 5
Join Date: Jan 2012
Posts: 738
Received Thanks: 1,707
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Quote:
Originally Posted by Fischii26
Öhm jo... Das ding ist nur.... Ich C&Pé nicht 
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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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WTB Flyff Source code snippets
04/01/2012 - Flyff Trading - 0 Replies
Hellow I posted this because I wanted to buy a fix scroll of unbinding.Which removes soul-link of an item.If you have its code snippets PM me.Don't sell me a code which is release because all of them are not working.I wanted to buy a fix one and a non-buggy code
Payment:via Paypal
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Tag Zusammen.
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[Release] Code Snippets Manager
01/21/2011 - Coding Releases - 0 Replies
Code Snippets Manager
http://upit.cc/images/1d47d78e.jpg
Hab mich heute mal rangesetzt, und einen kleinen Manager für
Code-Snippets(Code-Fetzen) gecodet, da ich alles sortiert
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