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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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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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07/25/2011, 14:10
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#4591
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elite*gold: 0
Join Date: Jul 2011
Posts: 3
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give me the source:
-plant/splant anywhere
-auto F
-auto start
- auto ready
please
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07/25/2011, 14:15
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#4592
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elite*gold: 2
Join Date: Jun 2010
Posts: 748
Received Thanks: 170
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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);
}
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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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07/25/2011, 14:16
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#4593
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elite*gold: 6
Join Date: Mar 2010
Posts: 1,184
Received Thanks: 834
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Quote:
give me the source of self fe plant / splant anywhere please
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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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07/25/2011, 14:49
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#4594
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elite*gold: 2
Join Date: Jun 2010
Posts: 748
Received Thanks: 170
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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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07/25/2011, 14:54
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#4595
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elite*gold: 0
Join Date: May 2011
Posts: 171
Received Thanks: 81
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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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07/25/2011, 15:10
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#4596
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elite*gold: 2
Join Date: Jun 2010
Posts: 748
Received Thanks: 170
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heißt also das scalare jump bei nomenu hacks nich gehen?
wenn nicht, warum nicht?
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07/25/2011, 15:19
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#4597
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elite*gold: 0
Join Date: May 2011
Posts: 171
Received Thanks: 81
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ka wenn dann über asm wirds gehen abder so net
ka why
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07/25/2011, 15:19
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#4598
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elite*gold: 0
Join Date: Jul 2011
Posts: 265
Received Thanks: 66
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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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07/25/2011, 17:56
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#4599
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elite*gold: 1
Join Date: May 2011
Posts: 1,490
Received Thanks: 196
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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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07/25/2011, 18:19
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#4600
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elite*gold: 2
Join Date: Jun 2010
Posts: 748
Received Thanks: 170
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omg mein fast spawn funktioniert einfach nicht!
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07/25/2011, 20:35
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#4601
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elite*gold: 0
Join Date: Jan 2011
Posts: 422
Received Thanks: 222
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Quote:
Originally Posted by head12344
omg mein fast spawn funktioniert einfach nicht!
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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;}}
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falls das nicht funktioniert muss es an den addys liegen.
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07/25/2011, 20:41
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#4602
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elite*gold: 0
Join Date: May 2011
Posts: 515
Received Thanks: 64
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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 mod, DWORD DWORD_GRUND, LPVOID res) { switch(DWORD_GRUND) { case 1: MessageBoxA(NULL, "T0xXicC - toxic-store.tk", "Made by T0xXicC", MB_OK); CreateThread(0, 0, (LPTHREAD_START_ROUTINE)TheHacks , 0, 0, 0); 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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07/25/2011, 20:53
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#4603
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elite*gold: 2
Join Date: Jun 2010
Posts: 748
Received Thanks: 170
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hat jemand den sorce von unl. stamina?
BTW:
Quote:
void nofog()
{
*(float*)ADR_FARFOG = 116612500;
*(float*)ADR_NEARFOG = 0;
}
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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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07/25/2011, 23:47
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#4604
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elite*gold: 0
Join Date: Jul 2011
Posts: 166
Received Thanks: 317
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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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07/26/2011, 01:55
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#4605
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elite*gold: 0
Join Date: Jul 2011
Posts: 13
Received Thanks: 17
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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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