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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 01/21/2011, 22:53   #1336
 
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Quote:
Originally Posted by Yazzn! View Post
Was hat das eine mit dem anderen zu tun ?

Sich mit dem Compiler auskennen und C++ zu können ?

Nit wirklich was , ge?

Also @Takado: reiß deinen Mund nicht so weit auf.
Könnteste denn erklären wie man den Compiler ändert...
Habe es durch zufall geschaft...
xD ^^
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Old 01/22/2011, 12:27   #1337
 
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Oben steht irgendwo untter datei ansicht usw so eine leiste mit release oder debug da klickste auf uns stellst ein
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Old 01/22/2011, 12:38   #1338
 
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Quote:
Originally Posted by CyberRazzer View Post
Oben steht irgendwo untter datei ansicht usw so eine leiste mit release oder debug da klickste auf uns stellst ein
Danke, einer der es nem trottel mal erklären kann xD
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Old 01/22/2011, 14:12   #1339
 
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Hey leute ich habe probleme mit meinem ersten nomenu... vllt. könnt ihr mir ja helfen

ich habe probleme mit meinem smooth super jump!!!

PHP Code:
void sjump () //Smooth Super Jump
{
if(
GetAsyncKeyState(VK_CONTROL) &1)
{
*(
float*)(dwPlayerPtr OFS_Z) += 165;
}

habe ich da irgendwo nen fehler drin wenn ja wo?

danke im vorraus
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Old 01/22/2011, 14:20   #1340

 
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Quote:
Originally Posted by MultiHacker10 View Post
Hey leute ich habe probleme mit meinem ersten nomenu... vllt. könnt ihr mir ja helfen

ich habe probleme mit meinem smooth super jump!!!

PHP Code:
void sjump () //Smooth Super Jump
{
if(
GetAsyncKeyState(VK_CONTROL) &1)
{
*(
float*)(dwPlayerPtr OFS_Z) += 165;
}

habe ich da irgendwo nen fehler drin wenn ja wo?

danke im vorraus
165 ist zuviel, nimm 50 und du hast Control &1 genommen, du musst das &1 aber weg machen.. also sozusagen so dann:

if(GetAsyncKeyState(VK_CONTROL) )
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Old 01/22/2011, 14:23   #1341
 
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Quote:
Originally Posted by xxfabbelxx™ View Post
165 ist zuviel, nimm 50 und du hast Control &1 genommen, du musst das &1 aber weg machen.. also sozusagen so dann:

if(GetAsyncKeyState(VK_CONTROL) )
danke jetzt habe ich das so...!!

PHP Code:
void sjump () //Smooth Super Jump
{
if(
GetAsyncKeyState(VK_CONTROL) )
{
*(
float*)(dwPlayerPtr OFS_Z) += 50;
}

und ist die addy eig. noch aktuell??
PHP Code:
#define OFS_Z 0x000102D8 
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Old 01/22/2011, 19:05   #1342
 
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Wie sind die neuen Addys den :/
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Old 01/22/2011, 20:11   #1343

 
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Quote:
Originally Posted by popelkop10 View Post
Wie sind die neuen Addys den :/
guck mla in der Hack Section. Ich glaub ort werden die oft geposted
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Old 01/22/2011, 20:37   #1344
 
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Quote:
Originally Posted by MultiHacker10 View Post
danke jetzt habe ich das so...!!

PHP Code:
void sjump () //Smooth Super Jump
{
if(
GetAsyncKeyState(VK_CONTROL) )
{
*(
float*)(dwPlayerPtr OFS_Z) += 50;
}

und ist die addy eig. noch aktuell??
PHP Code:
#define OFS_Z 0x000102D8 
void sjump()
{
if(GetAsyncKeyState(VK_LCONTROL))
{
*(float*)(PlayerPointer + Ofs_Z) = (*(float*)(PlayerPointer + Ofs_Z))+50;
}
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Old 01/22/2011, 21:05   #1345

 
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#Thread geupdated!

Schaut doch mal rein
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Old 01/22/2011, 21:16   #1346
 
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kan mir vil jemand Structur schiken für Player opk oder ZombiOpk BBiiiite

ich gebs auch nimmanden weiter !
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Old 01/22/2011, 21:23   #1347
 
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Quote:
Originally Posted by *Pumio* View Post
kan mir vil jemand Structur schiken für Player opk oder ZombiOpk BBiiiite

ich gebs auch nimmanden weiter !
Code:
struct vectorA
{
 FLOAT x,z,y;
};//0x00C



struct CGPUInfo
{
    DWORD pad0;                    //0x00000
    char Dllused[20];            //0x00004
    char pad1[492];                //0x00018
    char CurrentCard[32];        //0x00204
    char pad2[177960];            //0x00224
    int XScreen1;                //0x2B94C    
    int YScreen1;                //0x2B950
    char upad1[8];                //0x2B954
    int XScreen2;                //0x2B95C
    int YScreen2;                //0x2B960
    char upad2[8];                //0x2B964
    int XScreen3;                //0x2B96C    
    int YScreen3;                //0x2B970
    float CurrentClock;            //0x2B974        
    float randomshit;            //0x2B978
    float CurrentFPS;            //0x2B97C
    char pad4[18];                //0x2B980
    char GFXCardUsing[32];        //0x2B992
    char pad3[40];                //0x2B9B2
};




struct CPlayerInfo
{ 
  CHAR unknown0[1724]; //0x0000
 __int32 ping; //0x06BC  
  CHAR unknown1728[20]; //0x06C0
 CHAR ip[16]; //0x06D4  
  CHAR unknown1764[136]; //0x06E4
 __int32 exp; //0x076C
  CHAR unknown1904[596]; //0x0770
 CHAR name[20]; //0x09C4  
  CHAR unknown2520[4500]; //0x09D8
 __int32 points; //0x1B6C  
  CHAR unknown7024[16]; //0x1B70
 __int32 kills; //0x1B80  
 __int32 deaths; //0x1B84 
  CHAR unknown7048[12]; //0x1B88
 __int32 health; //0x1B94 
  CHAR unknown7064[312]; //0x1B98
 BYTE team; //0x1CD0 
};

struct CPlayer
{
  CHAR unknown0[50308];		//0x0000
 BYTE index;				//0xC484  
  CHAR unknown50309[39];	//0xC485
 BYTE state;				//0xC4AC  
  CHAR unknown50349[15651]; //0xC4AD
 WORD weapon;				//0x101D0 
  CHAR unknown66002[258];	//0x101D2
 FLOAT pos1;				//0x102D4  
 FLOAT pos2;				//0x102D8  
 FLOAT pos3;				//0x102DC  
};							//Size=0x102E0(66272)


struct CPlayerA  
{
	char Z_Nothing1[28]; // 0x0 -> 0x1C 
    float Recoil1; //0x1C 
    float Recoil2; //0x20 
    float Recoil3; //0x24 
    char Z_Nothing2[50292]; //0x28 -> 0xC49C 
    float Gravity; //0xC49C 
    char Z_Nothing3[15456]; //0xC4A0 -> 0x10100 
    BYTE Weapon1; //0x10100 
    char Z_Nothing4[208]; 
    BYTE Weapon3; //0x101D0 
    char Z_Nothing5[1];//0x101D1 -> 0x101D2 
    BYTE Weapon2; //0x101D2 
    char Z_Nothing6[254]; //0x101D2 -> 0x102D0 
    float X; //0x102D0 
    float Y; //0x102D4 
    float Z; //0x102D8 
    char CPUN9[203]; //0x102DC -> 0x103A8 
    float Nfd; //0x103A8 
};//Size=0x103A8(66472)   


class CServer  
{  
public:  
    char Z_Nothing1[1396]; //0x0 -> 0x574 
    __int32 GameMaster; //0x574 
    char Z_Nothing2[4]; //0x578 -> 0x57C 
    __int32 Premium; //0x57C 
    float PremiumDays; //0x580 
    char Z_Nothing3[234620]; //0x584 -> 0x39A00 
    BYTE RoomMaster;//0x39A00 
    char Z_Nothing4[799535]; //0x39A01 -> 0xFCD30 
    BYTE SuperMaster;//0xFCD30 
    char Z_Nothing5[21615]; //0xFCD31 -> 0x1021A0 
    BYTE Slot1;//0x1021A0 
    BYTE Slot2;//0x1021A1 
    BYTE Slot3;//0x1021A2 
    BYTE Slot4;//0x1021A3 
    BYTE Slot5;//0x1021A4 
    BYTE Slot6;//0x1021A5 
    BYTE Slot7;//0x1021A6 
    BYTE Slot8;//0x1021A7 
    char Z_Nothing6[99432];//0x1021A7 -> 0x11A610 
    __int32 Dinars; //0x11A610 
    char Z_Nothing7[12];//0x11A614 -> 0x11A620 
    DWORD Level;//0x11A620  
};//Size=0x11A620(1156640)  

struct CBase
{
    CPlayer* local; //0x0000  
        CHAR unknown4[72]; //0x0004
    CPlayer** player; //0x004C  
        CHAR unknown80[48]; //0x0050
};//Size=0x0080(128)



struct CLocal
{
char unk_char0[32];//0x0000
float pos1;//0x0020
float pos2;//0x0024
float pos3;//0x028
char unk_char1[36];//0x002C
float pitch;//0x0050
float yaw;//0x0054
float roll;//0x0058
};
Code:
CServer *dwServerInfo()  
{  
    if(!IsBadReadPtr((void*)(dwDecypt(ADR_SERVERPOINTER)), 4))  
        return (CServer*)(*(DWORD*)(dwDecypt(ADR_SERVERPOINTER)));  
    return 0;  
}   

CPlayerA *dwPlayerInfo()  
{  
    if(!IsBadReadPtr((void*)(dwDecypt(ADR_PLAYERPOINTER)), 4))  
        return (CPlayerA*)(*(DWORD*)(dwDecypt(ADR_PLAYERPOINTER)));  
    return 0;  
}  



CGPUInfo *pGPUInfo = (CGPUInfo*)0xBC6A20;




CPlayerInfo* GetPlayerInfo(int index)
{
    if(index > 32) return 0;
    DWORD* dwBasePointer = dwDecypt(ADR_BASEPOINTER);
    return (CPlayerInfo*) (dwBasePointer +(0x1CE8*index));
}

CBase* pBase    = (CBase*)dwDecypt(ADR_PLAYERPOINTER);
CLocal* pLocal = (CLocal*)dwDecypt(ADR_ANGLES);
das sollten alle sein die du benötigst..


fabbel wenn du willst kannst du das auch vorne adden...
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Old 01/22/2011, 21:23   #1348
 
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adde das bitte:

dann wär der thread perfekt
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Old 01/22/2011, 21:34   #1349

 
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AddyGuide und Aktuelle Structs added
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Old 01/22/2011, 22:27   #1350
 
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Hey, hier ne kleine NoMenu ProjektMappe

Funktionen : Von den Addys die hier im Topic waren
slots();
FastAll();
Teleport();
jump();
NoSpread();


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