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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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06/27/2011, 16:45
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#4201
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Structur
Structur
struct CServer
{
char unknown00[20]; //0x000000
char servername[20]; //0x000014
char unknown0[248]; //0x000028
int gameping; //0x000120
char unkbiewb[1104]; //0x000124
float gamemaster; //0x000574
float unknown5; //0x000578
int premium; //0x00057C
long premiumdays; //0x000580
char unneto[84]; //0x000584
float ServerTime; //0x0005D8
char unknn4[17716]; //0x0005DC
char ServerIP1[15]; //0x004B10
char unnmww[1003161]; //0x004B1F
DWORD roomkicked; //0x0F99B8
char unknoe[12036]; //0x0F99BC
int gametype; //0x0FC8C0
char unknor[1080]; //0x0FC8C4
int MapNumber; //0x0FCCFC
char unknowndf[28]; //0x0FCD00
int roomplayers; //0x0FCD1C
char unknowre[16]; //0x0FCD20
int supermaster; //0x0FCD30
char unknwoer[1044]; //0x0FCD34
DWORD roommaster; //0x0FD148
char unonwy[9112]; //0x0FD14C
BYTE engwepslotsenable[8]; //0x0FF4E4
BYTE medwepslotsenable[8]; //0x0FF4EC
BYTE sniwepslotsenable[8]; //0x0FF4F4
BYTE asswepslotsenable[8]; //0x0FF4FC
BYTE heawepslotsenable[8]; //0x0FF504
char yjiohjihtr[11412]; //0x0FF50C
BYTE wepslots[8]; //0x1021A0
char y56rt15[98528]; //0x1021A8
long currentexp; //0x11A288
char unknef[12]; //0x11A28C
long currentdinar; //0x11A298
char neletrt[16]; //0x11A29C
int tmpinvisible; //0x11A2AC
char ServerNum[12]; //0x11A2B0
char sername[20]; //0x11A2BC
char yjirjtrtr[12]; //0x11A2D0
char loginname[20]; //0x11A2DC
char hjoitejo[492]; //0x11A2F0
char nickname[20]; //0x11A4DC
char gjrgjrre[4096]; //0x11A4F0
char clanname[20]; //0x11B4F0
char ijererjew[736]; //0x11B504
DWORD roomnumber; //0x11B7E4
DWORD myplayerslot; //0x11B7E8
char ghoroie[124]; //0x11B7EC
BYTE SpecateNEW; //0x11B868
};//Size=0x0EAEC4(962244)
struct CVehicle
{
char unknown[48]; //0x000000
BYTE vehtype; //0x000030
char unknown4[31]; //0x000031
char name[20]; //0x000050
char unknown5[236]; //0x000064
BYTE HowManySeats; //0x000150
char unknowne[15]; //0x000151
BYTE Passangers; //0x000160
char unknownre[7]; //0x000161
float health; //0x000168
char unknown6[680]; //0x00016C
float throttleX; //0x000418
float throttleY; //0x00041C
};//Size=0x414(1044)
struct CPlayer
{
char unknown2[50236]; //0x000000 (C43C)
vec3_t recoil; //0x00C43C
char unknown1[68]; //0x00C448 (44)
BYTE index; //0x00C48C
char neunknwn[19]; //0x00C48D (13)
vec3_t gravity; //0x00C4A0
CVehicle* vehicle; //0x00C4AC
int unknownere; //0x00C4B0
int inwater; //0x00C4B4
int unknoo565; //0x00C4B8
BYTE staminastatus; //0x00C4BC
char unknown5[15579]; //0x00C4BD (3CDB)
vec_t pitch; //0x010198
vec_t leaning; //0x01019C +28 right -28 left 0 nothing
char unknown6[20]; //0x0101A0 (14)
vec_t yaw; //0x0101B4
char unknown7[8]; //0x0101B8 (8)
vec3_t pos_; //0x0101C0
char unknown8[14]; //0x0101CC (E)
WORD weapon; //0x0101DA
WORD wWeaponModel2; //0x0101DC
WORD wPlayerModel; //0x0101DE
WORD wCurrentSlot; //0x0101E0
char unknown9[86]; //0x0101E2 (5A)
BYTE status; //0x01023C
char unknown11[143]; //0x01023D (8F)
vec_t nofall; //0x0102C8
char unknown33[20]; //0x0102CC (14)
vec5_t pos; //0x0102E0
};//Size = 0x103A0(66464)
struct CWeapon
{
DWORD unknown1; //0x000000
DWORD unknown2; //0x000004
DWORD unknown3; //0x000008
short ID; //0x00000C
short ddd;
char wepname[32]; //0x000010
char wepnamespecial[32]; //0x000030
char wepshortname1[32]; //0x000050
char wepshortname2[32]; //0x000070
char unknown5[5336]; //0x000090
};
struct CWeapons
{
char unknown[12];
int id;
char lname[32];//10
char sname1[32];
char sname2[32];
char sname3[32];
char data[5336];
};
struct CSlots
{
BYTE enab; //0 // always 1 :S
BYTE type; //1 // 44 standard weapon?? 48-52
short id; //2 // weaponno 1-101, when bought it is empty??
char dum1[33]; //4 // empty
char sname[16]; //25// short name like DC01 10h
char dum2[19]; //35// empty 13h
DWORD adr_weap; //48// weapon address of the inventory
DWORD adr_inv; //4C// filled when a bought weapon is used
};
struct CBase
{
CPlayer* local; //0x000000
char unknown[72]; //0x000004
CPlayer** player; //0x00004C
};//Size = 0x000050(80)
struct CServerBase
{
CServer* local; //0x000000
};//Size = 0x000000(0)
struct CGPUInfo//
{
DWORD pad0; //0x00000
char Dllused[20]; //0x00004
char pad1[492]; //0x00018
char CurrentCard[32]; //0x00204
char pad2[556]; //0x00224
int XScreen; //0x00450
int YScreen; //0x00454
char pad3[177436]; //0x00458
float CurrentClock; //0x2B974
float randomshit; //0x2B978
float CurrentFPS; //0x2B97C
char pad4[18]; //0x2B980
char GFXCardUsing[32]; //0x2B992
};
struct CLocal
{
char unknown1[32]; //0x000000
vec3_t pos; //0x000020
char unknown2[36]; //0x00002C
float pitch; //0x000050
float yaw; //0x000054
float roll; //0x000058
char unknown3[12]; //0x00005C
float down; //0x000068
float up; //0x00006C
float fovx; //0x000070
float fovy; //0x000074
char unknown4[44]; //0x000078
float Vehpitch; //0x00007C
float vehpitch; //0x000080
float vehaxe; //0x000084
char unknown5[28]; //0x000088
vec3_t pos_; //0x0000A4
char unknown6[28]; //0x0000A8
float mousey; //0x0000C4
float mousex; //0x0000C8
};//Size=0x0078(120)
struct CLocalBase
{
CLocal *ALocal;
};
struct CPlayerInfo
{
char unknown00[8]; //0x000000
int Premium; //0x000008
char unknown1[1712]; //0x00000C
__int32 ping; //0x0006BC
DWORD unknown0; //0x0006C0
DWORD Pointer1; //0x0006C4
char unknown02[12]; //0x0006C8
char ip[16]; //0x0006D4
char unknown2[24]; //0x0006E4
char routerip[16]; //0x0006FC
char unknow2[24]; //0x00070C
char ip2[16]; //0x000724
char unknow3[60]; //0x000734
int exp; //0x000770
char unknown3[12]; //0x000774
int dinar; //0x000780
char unknown4[576]; //0x000784
char name[20]; //0x0009C4
char unknown5[4500]; //0x0009D8
int points; //0x001B6C
char unknown6[24]; //0x001B70
int kills; //0x001B88
int deaths; //0x001B8C
int flags; //0x001B90
int health; //0x001B94
int maxhealth; //0x001B98
char unknown7[4]; //0x001B9C
int pclass; //0x001BA0
char unknown8[132]; //0x001BA4
BYTE isready; //0x001C28
char unknown10[171]; //0x001C29
BYTE team; //0x001CD4
char unknown9[23]; //0x001CC9
};//Size=0x01CE0(7392)
struct CHShieldDir
{
BYTE padding[0x4]; //0x0000
DWORD unknownstruct; //0x0004
char unknown[1212]; //0x0008
char WRSystem[18]; //0x04C4
BYTE Padding2[0x5]; //0x04D6
char CurrLang[9]; //0x04DB
char unknown1[156]; //0x04E4
char HSFAUserProfiles[16]; //0x0580
char AUserProfilesPath[56]; //0x0590
char HSFAPPData[8]; //0x05C8
char APPDataPath[64]; //0x05D0
char HSFClass[10]; //0x0610
char ClassPath[62]; //0x061A
char HSFCommonProFiles[19]; //0x0658
char CommonProFiles[53]; //0x066B
char HSFComputerName[13]; //0x06A0
char ComputerName[27]; //0x06AD
char HSFCompspec[8]; //0x06C8
char Compspec[48]; //0x06D0
char HSFDXSDK_Dir[10]; //0x0700
char DXSDK_Dir[78]; //0x070A
char FP_NO_Host_Check[17]; //0x0758
char FP_NO_Host_Check_A[23];//0x0769
char HSFHomeDrive[10]; //0x0780
char HomeDrive[14]; //0x078A
char HSFHomePath[9]; //0x0798
char HomePath[47]; //0x07A1
char HSFLogonServer[12]; //0x07D0
char LogonServer[28]; //0x07DC
char HSFNumProcessors[21]; //0x07F8
char NumProcessors[19]; //0x080D
char HSFOperatingSystem[2]; //0x0820
char OperatingSystem[22]; //0x0823
char HSFPaths[232]; //0x083D
char HSFPATHExt[8]; //0x0920
char PATHExt[64]; //0x0928
char HSFSystemBit[22]; //0x0968
char SystemBit[18]; //0x097F
char HSFProcessorID[20]; //0x0990
char ProcessorID[68]; //0x09A5
char HSFProcessorLevel[16]; //0x09E8
char ProcessorLevel[24]; //0x09F8
char HSFProcessorRevis[19]; //0x0A10
char ProcessorRevis[21]; //0x0A23
char HSFProgramFiles[13]; //0x0A38
char ProgramFiles[27]; //0x0A45
char HSFModulePath[12]; //0x0A60
char ModulePath[76]; //0x0A6D
char HSFQTJava[7]; //0x0AB8
char QTJava[65]; //0x0ABF
char HSFSessionName[12]; //0x0B00
char SessionName[28]; //0x0B0C
char HSFSystemDrive[12]; //0x0B28
char SystemDrive[12]; //0x0B34
char HSFSystemRoot[11]; //0x0B40
char SystemRoot[29]; //0x0B4B
char HSFTempFiles[5]; //0x0B68
char TempFiles[51]; //0x0B6D
char HSFTmpFiles[4]; //0x0BA0
char TmpFiles[52]; //0x0BA4
char HSFUserDomain[11]; //0x0BD8
char UserDomain[29]; //0x0BE3
char HSFUserName[9]; //0x0C00
char UserName[31]; //0x0C09
char HSFUserProfile[12]; //0x0C28
char UserProfile[44]; //0x0C34
char HSFVSComonTools[14]; //0x0C60
char UserProfile1[74]; //0x0C6E
char HSFWinDir[7]; //0x0CB8
char WinDir[34]; //0x0CBF
char unknown4[3971]; //0x0CE1
char User32DLL[10]; //0x1C64
char unknown5[10]; //0x1C6E
char D3D9DLLPath[40]; //0x1C78
char unknown6[124]; //0x1CA0
char TempCRCFile[100]; //0x1D1C
char unknown7[468]; //0x1D80
char TempCRCFile2[100]; //0x1F54
char unknown8[604]; //0x1FB8
char TempCRCFile3[100]; //0x2214
char unknown9[468]; //0x2278
char TempCRCFile4[100]; //0x244C
char unknown10[440]; //0x24B0
char EHSvcDLLPath[61]; //0x2668
char unknown11[39]; //0x26A5
char TempCRCFile5[100]; //0x26CC
char unknown12[468]; //0x2730
char TempCRCFile6[100]; //0x2904
};//0x2968(10600);
Creditz UnderknowPk
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06/27/2011, 17:39
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#4202
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elite*gold: 0
Join Date: Feb 2011
Posts: 228
Received Thanks: 106
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Quote:
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Wenn man das D3D Coding nicht beherscht , lass es doch einfach sein und mach das was du kannst.
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Genau das gleiche hat man mir mit NoMenu´s gesagt, und jetzt kann ich sie.
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06/27/2011, 17:39
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#4203
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elite*gold: 0
Join Date: Oct 2010
Posts: 555
Received Thanks: 44
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Quote:
Originally Posted by .Fabbel
Ja natürlich
Code:
int status = 0;
void funktion()
{
if(GetAsyncKeyState(VK_F1) &1)
{
status = 1;
}
if(GetAsyncKeyState(VK_F2) &1)
{
status = 0;
}
if(GetAsyncKeyState(VK_RMOUSE/*oder whatever*/) && status = 1)
{
//crosshair
}
}
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das kapier ich jetzt nich
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06/27/2011, 17:45
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#4204
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elite*gold: 0
Join Date: Apr 2011
Posts: 146
Received Thanks: 171
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naja ...
wenn du F1 Drückst ist kanst du eine funktion auf an machen und wenn du F2 drückst aus .......
dann musst du halt noch RMOUSEBOTTON Klicken um die richtige funk zu aktivieren...
aber mach doch lieber so:
void Bla()
{
bool Cross =false;
if(GetAsyncKeyState(VK_RMOUSE))
{
Cross = true;
if(Cross==true)
{
//funk
}
}
}
so ist es nur an wenn du es drückst
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06/27/2011, 17:46
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#4205
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elite*gold: 2
Join Date: May 2010
Posts: 2,913
Received Thanks: 1,565
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Quote:
Originally Posted by xroute66x™
Ist das jetzt scope oder crosshair? 
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Den kann man universell verwenden, erklärt sich eigentlich von selbst
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06/27/2011, 18:01
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#4206
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elite*gold: 0
Join Date: Feb 2011
Posts: 228
Received Thanks: 106
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Hey ich brauche mal pls ein paar sources :P
Ich brauche Quik plant/defuse und plant/defuse anywhere.
Thanks
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06/27/2011, 18:03
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#4207
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elite*gold: 0
Join Date: Oct 2010
Posts: 555
Received Thanks: 44
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Quote:
Originally Posted by DashWar
naja ...
wenn du F1 Drückst ist kanst du eine funktion auf an machen und wenn du F2 drückst aus .......
dann musst du halt noch RMOUSEBOTTON Klicken um die richtige funk zu aktivieren...
aber mach doch lieber so:
void Bla()
{
bool Cross =false;
if(GetAsyncKeyState(VK_RMOUSE))
{
Cross = true;
if(Cross==true)
{
//funk
}
}
}
so ist es nur an wenn du es drückst
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bringt nicht weil wenn ich sniper oder so spiele kann man nur 1 mal scopen möchte das man das ausmachen kann
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06/27/2011, 18:09
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#4208
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elite*gold: 219
Join Date: Jan 2011
Posts: 1,444
Received Thanks: 1,369
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Quote:
Hey ich brauche mal pls ein paar sources :P
Ich brauche Quik plant/defuse und plant/defuse anywhere.
Thanks
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Guck einfach mal 10 - 50 Seiten zurück da stehn sie irgent wo
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06/27/2011, 18:40
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#4209
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elite*gold: 0
Join Date: Feb 2011
Posts: 228
Received Thanks: 106
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Hat wer vllt. einen Smooth source??
Habe gesucht habe aber nur kaputte gefunden.
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06/27/2011, 18:44
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#4210
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elite*gold: 0
Join Date: Oct 2010
Posts: 555
Received Thanks: 44
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GEHT NICHT bei ihm
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06/27/2011, 19:05
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#4211
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elite*gold: 0
Join Date: Feb 2011
Posts: 228
Received Thanks: 106
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Quote:
void SmoothJump ()
{
if(GetAsyncKeyState(VK_CONTROL))
{
DWORD dwPlP = *(DWORD*)Playerpointer;
if(dwPlP != 0)
{
*(float*)(dwPlP + Z) = *(float*)(dwPlP + Z) +70;
}
}
}
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Erstmal testen ;D
Habe auf F9 gemacht und funkt. nicht  .
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06/27/2011, 19:22
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#4212
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elite*gold: 219
Join Date: Jan 2011
Posts: 1,444
Received Thanks: 1,369
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Zeig uns dein Scource mit F9
Ps. Wie sucht man ASM Byte für Addyloger in Ollydb
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06/27/2011, 19:32
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#4213
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elite*gold: 0
Join Date: Jun 2011
Posts: 78
Received Thanks: 49
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@Pumio:
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06/27/2011, 19:38
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#4214
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elite*gold: 219
Join Date: Jan 2011
Posts: 1,444
Received Thanks: 1,369
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Ja toll da ist aber nicht das was ich brauche
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06/27/2011, 19:44
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#4215
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elite*gold: 0
Join Date: May 2011
Posts: 171
Received Thanks: 81
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falsche smoothjump source
richtig:
Code:
void SJ()
{
DWORD plp = *(DWORD*)ADR_PLP;
if(plp)
{
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(plp + OFS_Z) += 50;
}
}
}
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