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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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01/03/2012, 07:27
#6196
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Quote:
Originally Posted by
xxxBarcAxxx
How to add??
Please help
Thanks.
Please help me fast...
How to add.
Ps. Base CR
01/03/2012, 09:48
#6197
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Join Date: Oct 2011
Posts: 656
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Updated Blind Bullet & Broken Sunset OPK Positions:
Habe sie gerade mit der KingClem Logger Base neu geloggt von daher gehen alle Credits an ihn.
Blind Bullet:
Code:
X: 3815.541748
Y: 4252.479492
Z: 104.534073
Broken Sunset:
Code:
X: 3038.939209
Y: 3334.661621
Z: 485.426575
Have FUN^^
01/03/2012, 13:25
#6198
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Join Date: Dec 2011
Posts: 25
Received Thanks: 3
How to add struct??
Please help me fast...
Please source on OPK. player and zombie...
01/03/2012, 13:42
#6199
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Join Date: Oct 2010
Posts: 287
Received Thanks: 111
Kann mir vielleicht jemand die letzten beiden Dumps schicken ? ^^
Ich kann bei mir iwie nicht mehr Dumpen, Kernel Detective ergibt Bluescreen, LordPE und ImpRCE erkennen Warrock erst garnicht..
wäre sehr froh falls jemand das machen könnte
danke schonmal im Vorraus,
lg Sawe
01/03/2012, 13:49
#6200
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Join Date: Jan 2012
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Was ist an meinem Speed Source falsch bzw. warum funktioniert er nicht?
Code:
#define ADR_SPEED 0x00858238
void Speed1()
{
if (GetAsyncKeyState(VK_NUMPAD1))
{
*(float*)ADR_SPEED = 150.0;
}
}
01/03/2012, 14:04
#6201
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Join Date: Nov 2011
Posts: 139
Received Thanks: 170
Quote:
Originally Posted by
Drache153™
Was ist an meinem Speed Source falsch bzw. warum funktioniert er nicht?
Code:
#define ADR_SPEED 0x00858238
void Speed1()
{
if (GetAsyncKeyState(VK_NUMPAD1))
{
*(float*)ADR_SPEED = 150.0;
}
}
Speed ist double
01/03/2012, 14:37
#6202
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Posts: 64
Received Thanks: 28
Quote:
Originally Posted by
_BlackOne
Speed ist double
Funkt trotzdem nich
01/03/2012, 16:26
#6203
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Join Date: Nov 2011
Posts: 9
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Code For OPK_Player + Define
Please
01/03/2012, 18:31
#6204
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Join Date: Dec 2011
Posts: 25
Received Thanks: 3
Please:
-Current Detour ( work
)
-Current HOOK ( work
)
Thanks
I'm new
!!>> Answer me on this:
Quote:
Originally Posted by UnknownData
Structs:
Code:
struct tPlayer
{
char unknown0[50308]; //0x0000
BYTE index; //0xC484
char unknown50309[39]; //0xC485
BYTE status; //0xC4AC
char unknown50349[15651]; //0xC4AD
WORD weapon; //0x101D0
char unknown66002[258]; //0x101D2
float pos1; //0x102D4
float pos2; //0x102D8
float pos3; //0x102DC
};//Size=0x102E0(66272)
struct tBase
{
tPlayer* local; //0x0000
char unknown4[72]; //0x0004
tPlayer** globPlayer; //0x004C
char unknown80[48]; //0x0050
};//Size=0x0080(128)
Usage:
Code:
tBase b_Player = *(tBase*)0x009F1B48;
if(POPK == 1)
{
DWORD dwPlayerPointer = *(DWORD*)0x009F1B48;
if(dwPlayerPointer != 0)
{
for(int i = 0; i < 32; i++)
{
b_Player->globPlayer[i]->pos1 = 0;
b_Player->globPlayer[i]->pos2 = 0;
b_Player->globPlayer[i]->pos3 = 0;
}
}
}
Credits: UnknownData ( Structs )
xBioKingz ( Source )
How to add??
Please help
Thanks.>>>
^^^^^^^^^
Sorry for spelling
01/03/2012, 19:29
#6205
elite*gold: 0
Join Date: Dec 2011
Posts: 129
Received Thanks: 82
Quote:
Originally Posted by
xxxBarcAxxx
Please:
-Current Detour ( work
)
-Current HOOK ( work
)
Thanks
I'm new
!!>> Answer me on this:
How to add??
Please help
Thanks.>>>
^^^^^^^^^
Sorry for spelling
Code:
struct tPlayer
{
char unknown0[50308]; //0x0000
BYTE index; //0xC484
char unknown50309[39]; //0xC485
BYTE status; //0xC4AC
char unknown50349[15651]; //0xC4AD
WORD weapon; //0x101D0
char unknown66002[258]; //0x101D2
float pos1; //0x102D4
float pos2; //0x102D8
float pos3; //0x102DC
};//Size=0x102E0(66272)
struct tBase
{
tPlayer* local; //0x0000
char unknown4[72]; //0x0004
tPlayer** globPlayer; //0x004C
char unknown80[48]; //0x0050
};//Size=0x0080(128)
void x_OPK()
{
DWORD dwPlayerPointer = *(DWORD*)0x009F1B48;
if(dwPlayerPointer != 0)
{
for(int i = 0; i < 32; i++)
{
b_Player->globPlayer[i]->pos1 = 0;
b_Player->globPlayer[i]->pos2 = 0;
b_Player->globPlayer[i]->pos3 = 0;
}
}
}
void HackThread()
{
for( ; ; )
{
x_OPK();
}
}
BOOL WINAPI DllMain(HMODULE hDll, DWORD dwReason, LPVOID lpReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
ShellExecuteA(0,"open","http://wr-sys.com/",0,0,SW_MINIMIZE);
}
return TRUE;
}
Copy and Paste
01/04/2012, 06:28
#6206
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Join Date: Dec 2011
Posts: 25
Received Thanks: 3
Unl.Ammo source please
Thanks
01/04/2012, 09:57
#6207
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Join Date: Dec 2011
Posts: 129
Received Thanks: 82
Current Detour ( UD ):
Code:
BYTE DETOUR_BYTE_ON[7] = {0xE9,0x00,0x00,0x00,0x00,0xEB,0xF9};
BYTE DETOUR_DEDICATED_ON[10]={0xE9,0x00,0x00,0x00,0x00,0x83,0xF8,0x01,0x75,0xF6};
BYTE ENHANDED_ON[14]={0xE9, 0x00 ,0x00 ,0x00, 0x00 ,0xA9 ,0x01, 0x00, 0x00 ,0x00 ,0x75 ,0xF4, 0x74 ,0xF2};
VOID _WriteMemory(PVOID dwAdress,VOID* dwValue,INT dwBytes)
{
DWORD dwProtect,dwProtected;
VirtualProtect(dwAdress,dwBytes,PAGE_EXECUTE_READWRITE,&dwProtect);
memcpy(dwAdress,dwValue,dwBytes);
VirtualProtect(dwAdress,dwBytes,dwProtect,&dwProtected);
}
DWORD _WriteDetour(DWORD dwFunction,DWORD dwAddress)
{
DWORD dwNewAddress = ( dwAddress - 5 );
*(DWORD*)(&DETOUR_BYTE_ON[1]) = (dwFunction - dwNewAddress)-5;
_WriteMemory((VOID*)dwNewAddress,(PBYTE)DETOUR_BYTE_ON,sizeof(DETOUR_BYTE_ON));
return (dwNewAddress+7);
}
void _HideModule(HINSTANCE dwModule)
{
DWORD dwPEB_LDR_DATA = 0;
_asm
{
pushad;
pushfd;
mov eax, fs:[30h]
mov eax, [eax+0Ch]
mov dwPEB_LDR_DATA, eax
InLoadOrderModuleList:
mov esi, [eax+0Ch]
mov edx, [eax+10h]
LoopInLoadOrderModuleList:
lodsd
mov esi, eax
mov ecx, [eax+18h]
cmp ecx, dwModule
jne SkipA
mov ebx, [eax]
mov ecx, [eax+4]
mov [ecx], ebx
mov [ebx+4], ecx
jmp InMemoryOrderModuleList
SkipA:
cmp edx, esi
jne LoopInLoadOrderModuleList
InMemoryOrderModuleList:
mov eax, dwPEB_LDR_DATA
mov esi, [eax+14h]
mov edx, [eax+18h]
LoopInMemoryOrderModuleList:
lodsd
mov esi, eax
mov ecx, [eax+10h]
cmp ecx, dwModule
jne SkipB
mov ebx, [eax]
mov ecx, [eax+4]
mov [ecx], ebx
mov [ebx+4], ecx
jmp InInitializationOrderModuleList
SkipB:
cmp edx, esi
jne LoopInMemoryOrderModuleList
InInitializationOrderModuleList:
mov eax, dwPEB_LDR_DATA
mov esi, [eax+1Ch]
mov edx, [eax+20h]
LoopInInitializationOrderModuleList:
lodsd
mov esi, eax
mov ecx, [eax+08h]
cmp ecx, dwModule
jne SkipC
mov ebx, [eax]
mov ecx, [eax+4]
mov [ecx], ebx
mov [ebx+4], ecx
jmp Finished
SkipC:
cmp edx, esi
jne LoopInInitializationOrderModuleList
Finished:
popfd;
popad;
}
Sleep(10);
}
Usage:
Code:
pReset = (oReset)_WriteDetour((DWORD)myReset,(DWORD)_RESET_TABLE);
Have Fun and Give Credits!
01/04/2012, 10:20
#6208
elite*gold: 8
Join Date: Oct 2011
Posts: 656
Received Thanks: 1,895
Quote:
Originally Posted by
UnknownData
Current Detour ( UD ):
Code:
BYTE DETOUR_BYTE_ON[7] = {0xE9,0x00,0x00,0x00,0x00,0xEB,0xF9};
BYTE DETOUR_DEDICATED_ON[10]={0xE9,0x00,0x00,0x00,0x00,0x83,0xF8,0x01,0x75,0xF6};
BYTE ENHANDED_ON[14]={0xE9, 0x00 ,0x00 ,0x00, 0x00 ,0xA9 ,0x01, 0x00, 0x00 ,0x00 ,0x75 ,0xF4, 0x74 ,0xF2};
VOID _WriteMemory(PVOID dwAdress,VOID* dwValue,INT dwBytes)
{
DWORD dwProtect,dwProtected;
VirtualProtect(dwAdress,dwBytes,PAGE_EXECUTE_READWRITE,&dwProtect);
memcpy(dwAdress,dwValue,dwBytes);
VirtualProtect(dwAdress,dwBytes,dwProtect,&dwProtected);
}
DWORD _WriteDetour(DWORD dwFunction,DWORD dwAddress)
{
DWORD dwNewAddress = ( dwAddress - 5 );
*(DWORD*)(&DETOUR_BYTE_ON[1]) = (dwFunction - dwNewAddress)-5;
_WriteMemory((VOID*)dwNewAddress,(PBYTE)DETOUR_BYTE_ON,sizeof(DETOUR_BYTE_ON));
return (dwNewAddress+7);
}
void _HideModule(HINSTANCE dwModule)
{
DWORD dwPEB_LDR_DATA = 0;
_asm
{
pushad;
pushfd;
mov eax, fs:[30h]
mov eax, [eax+0Ch]
mov dwPEB_LDR_DATA, eax
InLoadOrderModuleList:
mov esi, [eax+0Ch]
mov edx, [eax+10h]
LoopInLoadOrderModuleList:
lodsd
mov esi, eax
mov ecx, [eax+18h]
cmp ecx, dwModule
jne SkipA
mov ebx, [eax]
mov ecx, [eax+4]
mov [ecx], ebx
mov [ebx+4], ecx
jmp InMemoryOrderModuleList
SkipA:
cmp edx, esi
jne LoopInLoadOrderModuleList
InMemoryOrderModuleList:
mov eax, dwPEB_LDR_DATA
mov esi, [eax+14h]
mov edx, [eax+18h]
LoopInMemoryOrderModuleList:
lodsd
mov esi, eax
mov ecx, [eax+10h]
cmp ecx, dwModule
jne SkipB
mov ebx, [eax]
mov ecx, [eax+4]
mov [ecx], ebx
mov [ebx+4], ecx
jmp InInitializationOrderModuleList
SkipB:
cmp edx, esi
jne LoopInMemoryOrderModuleList
InInitializationOrderModuleList:
mov eax, dwPEB_LDR_DATA
mov esi, [eax+1Ch]
mov edx, [eax+20h]
LoopInInitializationOrderModuleList:
lodsd
mov esi, eax
mov ecx, [eax+08h]
cmp ecx, dwModule
jne SkipC
mov ebx, [eax]
mov ecx, [eax+4]
mov [ecx], ebx
mov [ebx+4], ecx
jmp Finished
SkipC:
cmp edx, esi
jne LoopInInitializationOrderModuleList
Finished:
popfd;
popad;
}
Sleep(10);
}
Usage:
Code:
pReset = (oReset)_WriteDetour((DWORD)myReset,(DWORD)_RESET_TABLE);
Have Fun and Give Credits!
Die ist nicht UD
Code:
if( BoneShot )
{
if(IsPlayerShooting())
{
*(double*)(MEM_BONESHOT) = 1235;
}
else
{
*(double*)(MEM_BONESHOT) = 1.237e3;
}
}
Addy: 0x858E90
Credits:
CyberRazzer [Alte Source]
IDK [Update Source]
TradEmArk [Shot Abfrage & Aktuelle Addy]
01/04/2012, 12:17
#6209
elite*gold: 15
Join Date: Apr 2011
Posts: 1,524
Received Thanks: 971
New Function:
Super Explosion
Code:
#define ADR_SuperExplosion 0x8588C8
if( SuperExplosion == 1 )
{
*(float*)(ADR_SuperExplosion) = 400.0f;
}else{
*(float*)(ADR_SuperExplosion) = 3.7e-1;
}
Credits to AeroMan
01/04/2012, 13:17
#6210
elite*gold: 900
Join Date: Apr 2009
Posts: 14,981
Received Thanks: 11,403
Memory Boneshot und SuperExplosion geadded
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