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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, 21:56   #5596
 
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#define OFS_Weapon1 0x101D8
#define OFS_Weapon2 0x101DA
#define OFS_Weapon3 0x101DC

usage:

*(word*)(dwPlayerPtr+OFS_Weapon1) = /*Nummer Der Waffe*/;
*(word*)(dwPlayerPtr+OFS_Weapon2) = /*Nummer Der Waffe*/;
*(word*)(dwPlayerPtr+OFS_Weapon3) = /*Nummer Der Waffe*/;

Hartz4 Weapon Binder xD
Credits to me and UPK
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Old 10/26/2011, 21:58   #5597
 
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if(Opk == 1)
{

WriteAsm((void*)ADR_OPK,(PBYTE)"\x8B\x7C\x24\x04", 4);

}
if(Opk == 0 && bOpk)
{

WriteAsm((void*)ADR_OPK,(PBYTE)"\x8B\x7C\x24\x10", 4);


}

if(Svp == 1)
{

WriteAsm((void*)(ADR_OPK+0x18),(PBYTE)"\x83\xC7\x0 4",3);

}
if(Svp == 0)
{

WriteAsm((void*)(ADR_OPK+0x18),(PBYTE)"\x83\xC7\x0 8",3);

}
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Old 10/26/2011, 21:59   #5598
 
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Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*==========================================================================*/
Code:
struct CPauseAllZombies
{
	char xPauseAll[66260]; // 0x0
	BYTE PauseAll[4]; // 0x102D4
};

struct CBase
{
	char xUserbase[1169876]; // 0x0
	CPauseAllZombies** zombie; // 0x11D9D4
};

CBase* pBase = (CBase*)(ADR_PTR_PLAYERPOINTER);

int PauseAllZombies;
Code:
void PauseZombiesLoop()
{
	if(PauseAllZombies)
	{
		for(int index = 4; index < 32; index ++)
		{
			CPauseAllZombies* pZombie = pBase->zombie[index];
			for(int i = 0; i < 4; i ++)
			{
				pZombie->PauseAll[i] = 0;
			}
		}
	}
}
Code:
void PauseZombiesThread()
{
	for(;;)
	{
		if(PauseAllZombies)
		{
			PauseZombiesLoop();
		}
		if(!PauseAllZombies)
		{
			Sleep(200);
		}
		else
		{
			Sleep(-0);
		}
	}
}
Code:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
Ihr könnt damit auch (32 & 64 Bit) einen 'Lauf-Bot' machen.

Beispiel:

Code:
pZombie->PauseAll[0] = 1;
Damit würdet ihr Vorwärts laufen.

Credits:
Büny
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Old 10/26/2011, 22:00   #5599
 
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Quote:
Originally Posted by Büny :) View Post
Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*==========================================================================*/
Code:
struct CPauseAllZombies
{
	char xPauseAll[66260]; // 0x0
	BYTE PauseAll[4]; // 0x102D4
};

struct CBase
{
	char xUserbase[1169876]; // 0x0
	CPauseAllZombies** zombie; // 0x11D9D4
};

CBase* pBase = (CBase*)(ADR_PTR_PLAYERPOINTER);

int PauseAllZombies;
Code:
void PauseZombiesLoop()
{
	if(PauseAllZombies)
	{
		for(int index = 4; index < 32; index ++)
		{
			CPauseAllZombies* pZombie = pBase->zombie[index];
			for(int i = 0; i < 4; i ++)
			{
				pZombie->PauseAll[i] = 0;
			}
		}
	}
}
Code:
void PauseZombiesThread()
{
	for(;;)
	{
		if(PauseAllZombies)
		{
			PauseZombiesLoop();
		}
		if(!PauseAllZombies)
		{
			Sleep(200);
		}
		else
		{
			Sleep(-0);
		}
	}
}
Code:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
Ihr könnt damit auch (32 & 64 Bit) einen 'Lauf-Bot' machen.

Beispiel:

Code:
pZombie->PauseAll[0] = 1;
Damit würdet ihr Vorwärts laufen.

Credits:
Büny

voll fake


damals wars noch so:


Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/

#include <windows.h>
#include <stdio.h>

#define HEX_ADR_PTR_PLAYERPOINTER		0x9E27B0
#define DEC_ADR_PTR_PLAYERBASE			1169880
#define DEC_ADR_OFS_PAUSEALLZOMBIES_1		66260

BOOL IsPlayer()
{
	DWORD dwPlayerPtr = *(DWORD*)(HEX_ADR_PTR_PLAYERPOINTER);
	if(dwPlayerPtr != 0)
	{
		return TRUE;
	}
	else
	{
		return FALSE;
	}
}

struct CPauseAllZombies
{
	char xPauseAll[DEC_ADR_OFS_PAUSEALLZOMBIES_1]; // 0x0
	BYTE PauseAll_1; // 0x102D4
	BYTE PauseAll_2; // 0x102D5
	BYTE PauseAll_3; // 0x102D6
	BYTE PauseAll_4; // 0x102D7
};

struct CBase
{
	char xUserbase[DEC_ADR_PTR_PLAYERBASE]; // 0x0
	CPauseAllZombies** player; // 0x11D9D8
};

CBase* pBase = (CBase*)(HEX_ADR_PTR_PLAYERPOINTER);

BOOL PauseAllZombies;

void PauseZombiesLoop()
{
	if(GetAsyncKeyState(VK_F4) &1)
	{
		PauseAllZombies = (!PauseAllZombies);
	}
	if(PauseAllZombies == TRUE)
	{
		for(int index = 4; index < 32; index ++)
		{
			CPauseAllZombies* pZombie = pBase->player[index];
			pZombie->PauseAll_1=0;
			pZombie->PauseAll_2=0;
			pZombie->PauseAll_3=0;
			pZombie->PauseAll_4=0;
		}
	}
}

void PauseZombiesThread()
{
	for(;;)
	{
		if(PauseAllZombies == TRUE)
		{
			PauseZombiesLoop();
		}
		if(PauseAllZombies == FALSE)
		{
			Sleep(200);
		}
		else
		{
			Sleep(-0);
		}
	}
}

BOOL WINAPI DllMain( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
	DisableThreadLibraryCalls(hDll);
	if(dwReason == DLL_PROCESS_ATTACH)
	{
		CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
		return TRUE;
	}
}

/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/

xD
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Old 10/26/2011, 22:02   #5600
 
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Quote:
Originally Posted by Angel-Piece View Post
voll fake


damals wars noch so:


Code:
/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/

#include <windows.h>
#include <stdio.h>

#define HEX_ADR_PTR_PLAYERPOINTER		0x9E27B0
#define DEC_ADR_PTR_PLAYERBASE			1169880
#define DEC_ADR_OFS_PAUSEALLZOMBIES_1		66260

BOOL IsPlayer()
{
	DWORD dwPlayerPtr = *(DWORD*)(HEX_ADR_PTR_PLAYERPOINTER);
	if(dwPlayerPtr != 0)
	{
		return TRUE;
	}
	else
	{
		return FALSE;
	}
}

struct CPauseAllZombies
{
	char xPauseAll[DEC_ADR_OFS_PAUSEALLZOMBIES_1]; // 0x0
	BYTE PauseAll_1; // 0x102D4
	BYTE PauseAll_2; // 0x102D5
	BYTE PauseAll_3; // 0x102D6
	BYTE PauseAll_4; // 0x102D7
};

struct CBase
{
	char xUserbase[DEC_ADR_PTR_PLAYERBASE]; // 0x0
	CPauseAllZombies** player; // 0x11D9D8
};

CBase* pBase = (CBase*)(HEX_ADR_PTR_PLAYERPOINTER);

BOOL PauseAllZombies;

void PauseZombiesLoop()
{
	if(GetAsyncKeyState(VK_F4) &1)
	{
		PauseAllZombies = (!PauseAllZombies);
	}
	if(PauseAllZombies == TRUE)
	{
		for(int index = 4; index < 32; index ++)
		{
			CPauseAllZombies* pZombie = pBase->player[index];
			pZombie->PauseAll_1=0;
			pZombie->PauseAll_2=0;
			pZombie->PauseAll_3=0;
			pZombie->PauseAll_4=0;
		}
	}
}

void PauseZombiesThread()
{
	for(;;)
	{
		if(PauseAllZombies == TRUE)
		{
			PauseZombiesLoop();
		}
		if(PauseAllZombies == FALSE)
		{
			Sleep(200);
		}
		else
		{
			Sleep(-0);
		}
	}
}

BOOL WINAPI DllMain( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
	DisableThreadLibraryCalls(hDll);
	if(dwReason == DLL_PROCESS_ATTACH)
	{
		CreateThread(0, 0, (LPTHREAD_START_ROUTINE)(PauseZombiesThread), 0, 0, 0);
		return TRUE;
	}
}

/*==========================================================================*/
/*=============================PAUSE ALL ZOMBIES============================*/
/*==========================================================================*/
/*================================CREDITS TO================================*/
/*===================================BÜNY===================================*/
/*================================ANGELPIECE================================*/
/*==========================================================================*/

xD
hahaha ja ich hab die source halt verbessert du bengel. xD

Das wichtigste war dich aus den Credits nehmen muhaha xD
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Old 10/26/2011, 22:05   #5601
 
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Code:
void Start(void)
{
 for(;;)
 {
	DWORD PlayerPointer = *(DWORD*)ADR_PLAYERPOINTER;
		DWORD ServerPointer = *(DWORD*)ADR_SERVERPOINTER;
		if(ServerPointer != 0)
		{	 
			if(cvar.PowerLevelRoomStart)
			{
				if(*(int*)(ServerPointer+0x11B7F8) == *(int*)(ServerPointer+0xFD158) || *(int*)((Basepointer + 0x0001C30)+(0x1CF8*(*(int*)(ServerPointer+0x11B7F8))))!=1)
				{
DWORD StartRoomClassPointer = *(DWORD*)(0x506B18);
     DWORD GameStart = 0x506B18;
					if(StartRoomClassPointer)
					{
						StartRoomClassPointer = *(DWORD*)(StartRoomClassPointer+0xA4);
						if(StartRoomClassPointer)//
						{
							StartRoomClassPointer = *(DWORD*)(StartRoomClassPointer+0x8E0);
							if(StartRoomClassPointer)//
							{
								Sleep(800);
								if(*(int*)(ServerPointer+0x11B7F8) == *(int*)(ServerPointer+0xFD158) ||  *(int*)((Basepointer + 0x0001C30)+(0x1CF8*(*(int*)(ServerPointer+0x11B7F8))))!=1)
								{	
									__asm
									{
										push StartRoomClassPointer;
										call [GameStart];
									}
								}
							}
						}
					}
				}
			}
		}
 }
}

start ready blabla
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Old 10/26/2011, 22:05   #5602
 
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#define ADR_InRoom 0x9E41E0
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18

if(StartRoom){//As Master or can be used for Ready
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}

Tested and works
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Old 10/26/2011, 22:08   #5603
 
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Suche source code für no menü hacks:



SuperNoSpread
no134
Charms
fast all
playerspeed 1,2x so schnell
NoSpawnwait
Visuel lvl, welches ich mit tasten druck erhöhren und mit einer anderen taste erniedrigen kann
Anti AFK

und eine erläutertung, wie iuh hacks undeteced machen kann, und woher ich weiß0 ob ih *(float*) oder *(long*) oder *(int*) brauche, sowie, ob ich eine eigene void brauche, oder es einfach in eine bereits vorhandene void implementieren kann

ich weis ist ziemlich viel, aber bei mir crasht es, oder klappt erst garniht
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Old 10/26/2011, 22:12   #5604
 
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Hat wer die Definition für Distance für Aimbot?
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Old 10/26/2011, 22:15   #5605
 
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Info

Code:
char 1 Bytes
bool 1 Bytes
short 2 Bytes
int 4 Bytes
long 4 Bytes
float 4 Bytes
double _ Bytes (Na ? :D)
BYTE 1 Bytes
WORD 2 Bytes
DWORD 4 Bytes
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Old 10/26/2011, 22:17   #5606
 
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Quote:
Originally Posted by SubZerom|_ View Post
#define ADR_InRoom 0x9E41E0
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18

if(StartRoom){//As Master or can be used for Ready
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}

Tested and works
fail dein source failed voll


deiner macht immer ready unready ready unready blablabla


meiner macht das nur einmal
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Old 10/26/2011, 22:22   #5607
 
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Quote:
Originally Posted by Anonymous-Hacker View Post
Info

Code:
char 1 Bytes
bool 1 Bytes
short 2 Bytes
int 4 Bytes
long 4 Bytes
float 4 Bytes
double _ Bytes (Na ? :D)
BYTE 1 Bytes
WORD 2 Bytes
DWORD 4 Bytes
double 8 Bytes
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Old 10/26/2011, 22:24   #5608
 
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Quote:
Originally Posted by Angel-Piece View Post
fail dein source failed voll


deiner macht immer ready unready ready unready blablabla


meiner macht das nur einmal
Und? Ich will es so^^
Für die es nicht so wollen:
#define ADR_SERVERPOINTER 0x9E5770
#define ADR_USERBASE 0xB031A8
#define ADR_InRoom 0x9E41E0
#define OFS_PlayerSlot 0x11B7F8
#define OFS_PLAYERSIZE 0x1CF8
#define OFS_MASTER 0xFD158
#define OFS_ReadyCheck 0x1C30
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18

Code:
if(StartRoom){
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
Sleep(800);
if(*(int*)(dwServerPtr+OFS_PlayerSlot) == *(int*)(dwServerPtr+OFS_MASTER) || *(int*)(ADR_BASEPOINTER+OFS_ReadyCheck)+(OFS_PLAYERSIZE*(*(int*)(dwServerPtr+OFS_PlayerSlot)))!=1)
{
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}}
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Old 10/26/2011, 22:25   #5609
 
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Quote:
Originally Posted by Anonymous-Hacker View Post
Info

Code:
char 1 Bytes
bool 1 Bytes
short 2 Bytes
int 4 Bytes
long 4 Bytes
float 4 Bytes
double _ Bytes (Na ? :D)
BYTE 1 Bytes
WORD 2 Bytes
DWORD 4 Bytes

dan dürfte es ja egal sein ob ich int, float oder long nehme xD
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Old 10/26/2011, 22:25   #5610
 
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Quote:
Originally Posted by SubZerom|_ View Post
Und? Ich will es so^^
Für die es nicht so wollen:
#define ADR_SERVERPOINTER 0x9E5770
#define ADR_USERBASE 0xB031A8
#define ADR_InRoom 0x9E41E0
#define OFS_PlayerSlot 0x11B7F8
#define OFS_PLAYERSIZE 0x1CF8
#define OFS_MASTER 0xFD158
#define OFS_ReadyCheck 0x1C30
#define OFS_StartSize 0xA4
#define OFS_ReadySize 0x8E0
#define ADR_START 0x506B18

Code:
if(StartRoom){
DWORD Start = ADR_START;
DWORD InRoom = *(DWORD*)(ADR_InRoom);
if(InRoom){
InRoom = *(DWORD*)(InRoom+OFS_StartSize+OFS_ReadySize);
if(InRoom){
Sleep(800);
if(*(int*)(dwServerPtr+OFS_PlayerSlot) == *(int*)(dwServerPtr+OFS_MASTER) || *(int*)(ADR_BASEPOINTER+OFS_ReadyCheck)+(OFS_PLAYERSIZE*(*(int*)(dwServerPtr+OFS_PlayerSlot)))!=1)
{
__asm{
push InRoom;
call [Start];
}Sleep(2000);}}}}
nice diggha meinen source einfach passend zu deinem gemacht n1 xD bin trotzdem cooler
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