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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 07/25/2011, 14:10   #4591
 
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give me the source:

-plant/splant anywhere
-auto F
-auto start
- auto ready


please
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Old 07/25/2011, 14:15   #4592
 
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bei mir geht no spawn wait und no bounds nicht. meine sources:

no spawn wait:

Quote:
void Spawn()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NOSPAWNWAIT1, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NOSPAWNWAIT1, &t , sizeof(t));
VirtualProtect((void*)ADR_NOSPAWNWAIT1, sizeof(t), Protection, 0);

VirtualProtect((void*)ADR_NOSPAWNWAIT2, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NOSPAWNWAIT2, &t , sizeof(t));
VirtualProtect((void*)ADR_NOSPAWNWAIT2, sizeof(t), Protection, 0);

VirtualProtect((void*)ADR_NOSPAWNWAIT3, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NOSPAWNWAIT3, &t , sizeof(t));
VirtualProtect((void*)ADR_NOSPAWNWAIT3, sizeof(t), Protection, 0);
}
no bounds:

Quote:
void nobounds ()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NOBOUNDS1, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NOBOUNDS1, &t , sizeof(t));
VirtualProtect((void*)ADR_NOBOUNDS1, sizeof(t), Protection, 0);

VirtualProtect((void*)ADR_NOBOUNDS2, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NOBOUNDS2, &t , sizeof(t));
VirtualProtect((void*)ADR_NOBOUNDS2, sizeof(t), Protection, 0);
}
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Old 07/25/2011, 14:16   #4593
 
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Quote:
give me the source of self fe plant / splant anywhere please
thats easy,

if(autoPlantDefuse)
{
source of PlantAnyWhere/Defuse
}
{
source that the letter "f" is pressed!
}

mhm, idk, i hope it's right


Spawn/NoBounds

if(Items.Spawn==1)
{
*(int*)(ADR_Spawn1)=0;
*(int*)(ADR_Spawn2)=0;
*(int*)(ADR_Spawn3)=0;
}
if(Items.Bounds==1)
{
*(int*)(ADR_NoBounds1)=0;
*(int*)(ADR_NoBounds2)=0;
*(int*)(ADR_NoBounds3)=0;
}
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Old 07/25/2011, 14:49   #4594
 
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No bounds geht no spawnwait geht immer noch nicht. BTW hat jemand eine chams source?

Mein Scalare (Smooth) superjump geht auch nicht:

Quote:
{
if(GetAsyncKeyState(VK_CONTROL) &0x8000)
{
*(float*)(Player Addy +Z Addy) = *(float*)(Player Addy +Z Addy) +70;
}
}
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Old 07/25/2011, 14:54   #4595
 
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lol probiers so;:

Code:
menu.AddMenuItem("WallColor", &CH_WallColor,0,8, GID[1],"0"/*<~>*/,"Red","Blue","Yellow","Green","Orange","Purple" ,"Black","White",NULL);
<~> : Da dass ja dein erster Aufruf ist was am Anfang da steht
bei anderen ist es OFF bei dir 0 du musst es tdm
mit "" schreiben da es ein string(Text) ist

2. NoSpawn benötigt nur Addy1/2 nicht 3
3. SmoothSJump[only D3D/No NoMenu!]
Code:
{
if(GetAsyncKeyState(VK_CONTROL)&1)
{
*(float*)(ADR_PLAYERPOINTER+OFS_Z) += 50;
}}
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Old 07/25/2011, 15:10   #4596
 
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heißt also das scalare jump bei nomenu hacks nich gehen?
wenn nicht, warum nicht?
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Old 07/25/2011, 15:19   #4597
 
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ka wenn dann über asm wirds gehen abder so net
ka why
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Old 07/25/2011, 15:19   #4598
 
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Hi kann mir jemand helfen ich hab folgendes Problem:


"d3dx9.h": No such file or directory


Bekomm ich beim kompilieren..


Habe DirectX SDK bereits installiert, ich weis aber nicht wie ich den Pfad zu den Dateien angeben kann..



greetz
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Old 07/25/2011, 17:56   #4599
 
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[QUOTE=R3d~F!st;11959116]lol probiers so;:

Code:
menu.AddMenuItem("WallColor", &CH_WallColor,0,8, GID[1],"0"/*<~>*/,"Red","Blue","Yellow","Green","Orange","Purple" ,"Black","White",NULL);
<~> : Da dass ja dein erster Aufruf ist was am Anfang da steht
bei anderen ist es OFF bei dir 0 du musst es tdm
mit "" schreiben da es ein string(Text) ist

omg ich dank dir so viel aber jez kommt da dieser fehler :
Code:
1>.\CMain.cpp(58) : error C2664: 'cMenu::AddMenuItem': Konvertierung des Parameters 6 von 'const char [2]' in 'int' nicht möglich
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Old 07/25/2011, 18:19   #4600
 
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omg mein fast spawn funktioniert einfach nicht!
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Old 07/25/2011, 20:35   #4601
 
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Quote:
Originally Posted by head12344 View Post
omg mein fast spawn funktioniert einfach nicht!
schonmal so versucht ? :

Quote:
if (NoSpawnWait==1){
if (*(int*)(ADR_NOSPAWNWAIT1) > 1){
*(int*)(ADR_NOSPAWNWAIT1) = 0;}
if (*(int*)(ADR_NOSPAWNWAIT2) > 1){
*(int*)(ADR_NOSPAWNWAIT2) = 0;}
if (*(int*)(ADR_NOSPAWNWAIT3) > 1){
*(int*)(ADR_NOSPAWNWAIT3) = 0;}}

falls das nicht funktioniert muss es an den addys liegen.
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Old 07/25/2011, 20:41   #4602
 
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Was passt hier nicht:

PHP Code:
#include <windows.h>
#include <stdio.h>

#define Playerpointer 0xBC3228  // Müssen ersetzt werden
#define Z_Offset 0x00000128
#define NFD_Offset 0x000002F0


int x 5000//beliebige Höhe
void Superjump()
{
if(
GetAsyncKeyState(VK_CONTROL))
{
DWORD PlP = *(DWORD*)Playerpointer;
if(
PlP != 0)
{
   *(
float*)(PlP+Z_Offset) = 1500;


}
}
}



void NFD()


    {
   
DWORD dwPlP = *(DWORD*)Playerpointer;
   if(
dwPlP != 0)

       {
   *(
float*)(dwPlP+NFD_Offset) = -25000;

   
}
}

    
void TheHacks()

        
{for(;;)
{


Superjump();
NFD();


Sleep(30);


}
}


 
BOOL WINAPI DllMain(HINSTANCE modDWORD DWORD_GRUNDLPVOID res)
{
switch(
DWORD_GRUND)
{
case 
1:
MessageBoxA(NULL"T0xXicC - toxic-store.tk""Made by T0xXicC"MB_OK);
CreateThread(00, (LPTHREAD_START_ROUTINE)TheHacks 000);
break;
case 
2:
ShellExecuteA(NULL,"Open","http://toxic-store.tk",NULL,NULL,1);
break;
}
return 
TRUE;

Der Hack wird zwar Injectet, aber funktioniert nicht.
Superjump,MsgBox und Seite öffnen :/

LG
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Old 07/25/2011, 20:53   #4603
 
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hat jemand den sorce von unl. stamina?

BTW:
Quote:
void nofog()
{
*(float*)ADR_FARFOG = 116612500;
*(float*)ADR_NEARFOG = 0;
}
Bei Nofog unterringelt es die = ? Da Steht: Error - Es wurde ein Ausruck erwartet. LOL?

PS: Gibt es wirklich kein Superjump Smooth bei nomenu hacks? das kann ich mir iwie nich vorstellen
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Old 07/25/2011, 23:47   #4604
 
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Cool CyberRazzer CPlayerInfo Updater v1.0

Code:
**************************************************
*******CyberRazzer CPlayerInfo Updater v1.0*******
**************************************************
**************************************************
struct CPlayerInfo
{
    char xStartStruct[8];//0x00
    int  Premium;//0x009F2510
    char xJumpAdress1[1712];//0x009F2514
    int  Ping;//0x009F2BC4
    char xJumpAdress2[20];//0x009F2BC8
    int  Ip;//0x009F2BDC
    char xJumpAdress3[152];//0x009F2BE0
    int  Exp;//0x009F2C78
    char xJumpAdress4[12];//0x009F2C7C
    int  Dinar;//0x009F2C88
    char xJumpAdress5[576];//0x009F2C8C
    char Name;//0x009F2ECC
    char xJumpAdress6[4519];//0x009F2ECD
    int Points;//0x009F4074
    char xJumpAdress7[48];//0x009F4078
    int Branch;//0x009F40A8
    char xJumpAdress8[20];//0x009F4094
    int Kills;//0x009F4090
    int Deaths;//0x009F4094
    int Flags;//0x009F4098
    int Health;//0x009F409C
    char xJumpAdress9[144];//0x009F40A0
    int Ready;//0x009F4130
    char xEndStruct[168];//0x009F4134
    byte Team;//0x009F41DC
};
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Old 07/26/2011, 01:55   #4605
 
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Ich habe hier ma für euch chames ! ich will wenigstens viele Thx sehen ne spaß da habt ihr

Quote:
if(Color)
{
GenerateTexture(pDevice, &aRed, Red);
GenerateTexture(pDevice, &aYellow, Yellow);
GenerateTexture(pDevice, &aGreen, Green);
GenerateTexture(pDevice, &aBlue, Blue);
GenerateTexture(pDevice, &aPurple, Purple);
GenerateTexture(pDevice, &aPink, Pink);
GenerateTexture(pDevice, &aOrange, Orange);
GenerateTexture(pDevice, &aBlack, Black);
GenerateTexture(pDevice, &aWhite, White);
GenerateTexture(pDevice, &aGrey, Grey);
GenerateTexture(pDevice, &aCyan , Cyan);
Color = false;
}

if(nEnable==1)
{
if(nColorA)
{
if(m_Stride==36 || m_Stride==32)
{
if(nColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false);
if(nColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false);
if(nColorA) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if(nColorA==1){pDevice->SetTexture(0, aRed);}
if(nColorA==2){pDevice->SetTexture(0, aYellow);}
if(nColorA==3){pDevice->SetTexture(0, aOrange);}
if(nColorA==4){pDevice->SetTexture(0, aGreen);}
if(nColorA==5){pDevice->SetTexture(0, aBlue);}
if(nColorA==6){pDevice->SetTexture(0, aPurple);}
if(nColorA==7){pDevice->SetTexture(0, aPink);}
if(nColorA==8){pDevice->SetTexture(0, aBlack);}
if(nColorA==9){pDevice->SetTexture(0, aGrey);}
if(nColorA==10){pDevice->SetTexture(0, aCyan);}
pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
}

if(nColorB)
{
if(m_Stride==36 || m_Stride==32)
{
if(nColorB) pDevice->SetRenderState(D3DRS_LIGHTING, false);
if(nColorB) pDevice->SetRenderState(D3DRS_ZENABLE, true);
if(nColorB) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if(nColorB==1){pDevice->SetTexture(0, aRed);}
if(nColorB==2){pDevice->SetTexture(0, aYellow);}
if(nColorB==3){pDevice->SetTexture(0, aOrange);}
if(nColorB==4){pDevice->SetTexture(0, aGreen);}
if(nColorB==5){pDevice->SetTexture(0, aBlue);}
if(nColorB==6){pDevice->SetTexture(0, aPurple);}
if(nColorB==7){pDevice->SetTexture(0, aPink);}
if(nColorB==8){pDevice->SetTexture(0, aBlack);}
if(nColorB==9){pDevice->SetTexture(0, aGrey);}
if(nColorB==10){pDevice->SetTexture(0, aCyan);}
}
}
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