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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 07/01/2012, 11:49   #7336
 
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Quote:
Originally Posted by BlackLegend™# View Post
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);
}
You could better use the XOR a few lines down, where actually your function that you nopped jumps to, change that to mov cl, 1 its better since there are actually 2 parts that jump to that line so you would get this

old code:
Code:
XOR cl, cl
new code:
Code:
mov cl, 1
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Old 07/01/2012, 13:57   #7337

 
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Es gibt ab sofort kein "AntiSpam" mehr. Privatgespräche per PN, PN oder IM klären.

No More "AntiSpam".
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Old 07/01/2012, 17:14   #7338
 
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SmoothJump :}}??
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Old 07/01/2012, 17:22   #7339
 
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Quote:
Originally Posted by The-Ultimate-Boom View Post
SmoothJump :}}??
anstatt der höhe 2000 oder was du da auch hast machst du +=80

void superjump()
$
*(byte*)(Player+y-addy) +=80;
$

Bin am Mac ersetzt die dollar zeichen und weis nich mehr welche bit reinkamen...
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Old 07/01/2012, 17:30   #7340
 
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Quote:
Originally Posted by The-Ultimate-Boom View Post
SmoothJump :}}??
Erste Seite.

Quote:
Originally Posted by xXrussXx View Post
anstatt der höhe 2000 oder was du da auch hast machst du +=80

void superjump()
$
*(byte*)(Player+y-addy) +=80;
$

Bin am Mac ersetzt die dollar zeichen und weis nich mehr welche bit reinkamen...
Man muss schon die Z-Addy nehmen um in die Luft zu kommen
Ich weiß nicht ob es so mit byte funktioniert.
Erst musst du eig. die höhe abfragen, auf der du dich befindest, und die wird dann noch mal + 80 genommen.
Ungefähr so :
Code:
  if (Ch_SuperJump)
{
if(GetAsyncKeyState(VK_CONTROL) &0x8000)
{
*(float*)(pp + OFS_Z) = /* fragt die höhe ab*/*(float*)(pp + OFS_Z) +80;/* nimmt die höhe +80*/
}
}
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Old 07/01/2012, 18:00   #7341
 
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Code:
	if(CH_Speed ==0){ *(double*)ADR_SPEED = 96;}
	if(CH_Speed ==1){ *(double*)ADR_SPEED = 250;}
	if(CH_Speed ==2){ *(double*)ADR_SPEED = 350;}
	if(CH_Speed ==3){ *(double*)ADR_SPEED = 450;}
Help ? ;}}
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Old 07/01/2012, 18:26   #7342
 
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Quote:
Originally Posted by xroute66x™ :) View Post
Erste Seite.


Man muss schon die Z-Addy nehmen um in die Luft zu kommen
Ich weiß nicht ob es so mit byte funktioniert.
Erst musst du eig. die höhe abfragen, auf der du dich befindest, und die wird dann noch mal + 80 genommen.
Ungefähr so :
Code:
if (Ch_SuperJump)
{
if(GetAsyncKeyState(VK_CONTROL) &0x8000)
{
*(float*)(pp + OFS_Z) = /* fragt die höhe ab*/*(float*)(pp + OFS_Z) +80;/* nimmt die höhe +80*/
}
}
deine source ist ja mal genauso fail

Use es so, ist sowieso einfacher^^
Code:
										if (CH_SmoothJump )
{
			if (GetAsyncKeyState ( VK_SPACE ) )
			{
				p_Player->pLocal->GravityY = 350.0F;
			}
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Old 07/01/2012, 18:41   #7343
 
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Quote:
Originally Posted by The-Ultimate-Boom View Post
[/code]
if(CH_Speed ==0){ *(double*)ADR_SPEED = 96;}
if(CH_Speed ==1){ *(double*)ADR_SPEED = 250;}
if(CH_Speed ==2){ *(double*)ADR_SPEED = 350;}
if(CH_Speed ==3){ *(double*)ADR_SPEED = 450;}[/code]

Help ? ;}}
Ist doch richtig? Überprüfe mal deine Addresse.
€:0x88BC18

Quote:
Originally Posted by Chown¡¡qhtz View Post
deine source ist ja mal genauso fail

Use es so, ist sowieso einfacher^^
Code:
										if (CH_SmoothJump )
{
			if (GetAsyncKeyState ( VK_SPACE ) )
			{
				p_Player->pLocal->GravityY = 350.0F;
			}
Was ist an meine Source fail? Funktionieren tuht sie ja.

Ist deine Source nicht MoonJump?
Und dann auch noch "Y" , und meine Source soll fail sein
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Old 07/01/2012, 21:49   #7344
 
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#request

Working ESP
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Old 07/01/2012, 23:09   #7345
 
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Quote:
Originally Posted by Infern017 View Post
#request

Working ESP
LooooooooooooooooooooL.

#Anti :

Code:
if(cPlayer.MoonJump == 1)
		{
			if(GetAsyncKeyState(VK_CONTROL))
			{
				*(float*)(Player+OFS_Z) = *(float*)(Player+OFS_Z) +30;
			}
		}
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Old 07/02/2012, 05:18   #7346
 
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Quote:
Originally Posted by xroute66x™ :) View Post
Ist doch richtig? Überprüfe mal deine Addresse.
€:0x88BC18


Was ist an meine Source fail? Funktionieren tuht sie ja.

Ist deine Source nicht MoonJump?
Und dann auch noch "Y" , und meine Source soll fail sein
Gravity ist das selbe wie Smoothjump (vom Prinzip her).
Da steht nur y, weil ich es in den structs vertauscht habe, verwirrt vielleicht ein wenig.
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Old 07/02/2012, 13:54   #7347
 
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Hat jemand ein ByPass denn er public machen kann *_* ?
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Old 07/02/2012, 15:40   #7348

 
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Quote:
Originally Posted by xxfabbelxx View Post
Es gibt ab sofort kein "AntiSpam" mehr. Privatgespräche per PN, PN oder IM klären.
Quote:
Originally Posted by n4n033 View Post
LooooooooooooooooooooL.

#Anti :

Code:
if(cPlayer.MoonJump == 1)
		{
			if(GetAsyncKeyState(VK_CONTROL))
			{
				*(float*)(Player+OFS_Z) = *(float*)(Player+OFS_Z) +30;
			}
		}
#warned
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Old 07/02/2012, 17:25   #7349
 
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Quote:
Originally Posted by xgerman7z View Post
Hat jemand ein ByPass denn er public machen kann *_* ?
Quote:
Originally Posted by .BuBBLe View Post
Hackshield Bypass:
Code:
void DetouringHackShield ( void )
{  
	//Scanning for Module
	PDWORD dwHSModule;
	do
	{
		*(DWORD*)&dwHSModule = *(DWORD*)GetModuleHandleA("EhSvc.dll");
	}
	while ( !dwHSModule );

	//Searching Addys...
	DWORD dwHSCallBack1 = Tools.FindPatternRemote((DWORD)dwHSModule,0x11E000,(PBYTE)"\x55\x8B\xEC\x83\xEC\x00\x53\x56\x57\x89\x4D\xE0",ASM);
	DWORD dwHSCallBack2 = Tools.FindPatternRemote((DWORD)dwHSModule,0x11E000,(PBYTE)"\x83\xC4\x00\x85\xDB\x75\x00\x55\xE8\x00\x00\x00\x00\x83\xC4\x00\x33\x00",ASM);    
	DWORD dwHSNanoScan1 = Tools.FindPatternRemote((DWORD)dwHSModule,0x11E000,(PBYTE)"\x8B\x45\x00\x03\xC2\x89\x45\x00\x83\x7D\xDC\x00",ASM);    
	DWORD dwHSNanoScan2 = Tools.FindPatternRemote((DWORD)dwHSModule,0x11E000,(PBYTE)"\x8B\x55\x00\x52\xE8\x00\x00\x00\x00\x83\xC4\x14\x89\x45\x00\x83\x7D\xE4\x00",ASM);
	//Setting up our Bytes...
	BYTE bpJe         [1] = { 0x74 };
    BYTE bpRetnA      [1] = { 0xC3 };
	BYTE bpAddEdx     [2] = { 0x03,0xD2 };
    BYTE bpMovEax     [5] = { 0xB8,0x00,0x00,0x00,0x00 };
	BYTE NanoScan1OFF [2] = { 0x03,0xC2 };
	BYTE BTOFFanoScan2 [5] = { 0xE8,0xFE,0x17,0x00,0x00 }; 
	//Some Other Stuff
	BOOL FirstLog  = TRUE;
    BOOL SecondLog = FALSE;
	//Detouring the Hackshield
	Tools.WriteMemory((void*)(dwHSCallBack2),bpJe,1);    //EhSvc.dll   CRC Check new actualy working
    Tools.WriteMemory((void*)(dwHSCallBack1),bpRetnA,1); //EhSvc.dll   Main EhSvc.dll Kill all HS ERROR

	do
	{
		DWORD S_Pointer = *(DWORD*)0x00A30994;
		if ( S_Pointer != 0 && FirstLog && !SecondLog )
		{
			Tools.WriteMemory((void*)(dwHSNanoScan1),bpAddEdx,2);    // HS Sub Main Forcing Detection 1 
            Tools.WriteMemory((void*)(dwHSNanoScan2),bpMovEax,5);    // HS Sub Call Forcing Detection 2
			Sleep(5000); // Begin of Endless Loop
			Tools.WriteMemory((void*)(dwHSNanoScan1),NanoScan1OFF,2); // Restoring after 5 second inside server
			FirstLog = false;
            SecondLog = true;
		}
		if ( S_Pointer == 0 && SecondLog )
        {
			BYTE BTOFFanoScan2   [5] = { 0xE8,0xFE,0x17,0x00,0x00 };        // Restoing if server is == 0

            Tools.WriteMemory((void*)(dwHSNanoScan2),BTOFFanoScan2,5); 
			FirstLog  = true;
		    SecondLog = false;

        }Sleep(20);
	}while (TRUE);
}
Credits:
PHP Code:
Bypass King7
Restructuring 
BuBBLe 
Have Fun

request stw + wtw asm on off bytes
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Old 07/02/2012, 17:51   #7350
 
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#Request DefuseAnyWhere ohen bug! (also ich meine nicht das visuelle)

DefuseAnyWhere without bug! (i mean no visual!)

THX^^

Mein Versuch...

Code:
if (CH_Defuse ==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER; 
if(dwPlayerPtr != 0)
{
*(WORD*)(ADR_DEFUSEANYWHERE) = 0x1;
}

und

if (CH_Defuse ==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER; 
if(dwPlayerPtr != 0)
{
*(WORD*)(ADR_DEFUSEANYWHERE) = 1;
}
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