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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
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#6196
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elite*gold: 0
Join Date: Dec 2011
Posts: 25
Received Thanks: 3
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Quote:
Originally Posted by xxxBarcAxxx
How to add??
Please help
Thanks.
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Please help me fast...
How to add.
Ps. Base CR
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01/03/2012, 09:48
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#6197
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elite*gold: 8
Join Date: Oct 2011
Posts: 656
Received Thanks: 1,895
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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^^
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01/03/2012, 13:25
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#6198
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elite*gold: 0
Join Date: Dec 2011
Posts: 25
Received Thanks: 3
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How to add struct??
Please help me fast...
Please source on OPK. player and zombie...
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01/03/2012, 13:42
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#6199
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elite*gold: 0
Join Date: Oct 2010
Posts: 287
Received Thanks: 111
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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 ![Smile](images/smilies/smile.gif)
danke schonmal im Vorraus,
lg Sawe
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01/03/2012, 13:49
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#6200
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elite*gold: 0
Join Date: Jan 2012
Posts: 64
Received Thanks: 28
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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;
}
}
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01/03/2012, 14:04
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#6201
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elite*gold: 14
Join Date: Nov 2011
Posts: 139
Received Thanks: 170
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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;
}
}
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Speed ist double
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01/03/2012, 14:37
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#6202
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elite*gold: 0
Join Date: Jan 2012
Posts: 64
Received Thanks: 28
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Quote:
Originally Posted by _BlackOne
Speed ist double
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Funkt trotzdem nich
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01/03/2012, 16:26
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#6203
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elite*gold: 0
Join Date: Nov 2011
Posts: 9
Received Thanks: 0
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Code For OPK_Player + Define
Please
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01/03/2012, 18:31
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#6204
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elite*gold: 0
Join Date: Dec 2011
Posts: 25
Received Thanks: 3
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Please:
-Current Detour ( work ![Big Grin](images/smilies/biggrin.gif) )
-Current HOOK ( work ![Big Grin](images/smilies/biggrin.gif) )
Thanks ![Smile](images/smilies/smile.gif) 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 )
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How to add??
Please help
Thanks.>>>
^^^^^^^^^
Sorry for spelling
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01/03/2012, 19:29
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#6205
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elite*gold: 0
Join Date: Dec 2011
Posts: 129
Received Thanks: 82
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Quote:
Originally Posted by xxxBarcAxxx
Please:
-Current Detour ( work ![Big Grin](images/smilies/biggrin.gif) )
-Current HOOK ( work ![Big Grin](images/smilies/biggrin.gif) )
Thanks ![Smile](images/smilies/smile.gif) I'm new
!!>> Answer me on this:
How to add??
Please help
Thanks.>>>
^^^^^^^^^
Sorry for spelling ![Big Grin](images/smilies/biggrin.gif)
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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
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01/04/2012, 06:28
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#6206
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elite*gold: 0
Join Date: Dec 2011
Posts: 25
Received Thanks: 3
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Unl.Ammo source please
Thanks
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01/04/2012, 09:57
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#6207
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elite*gold: 0
Join Date: Dec 2011
Posts: 129
Received Thanks: 82
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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!
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01/04/2012, 10:20
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#6208
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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!
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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]
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01/04/2012, 12:17
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#6209
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elite*gold: 15
Join Date: Apr 2011
Posts: 1,524
Received Thanks: 971
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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
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01/04/2012, 13:17
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#6210
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elite*gold: 900
Join Date: Apr 2009
Posts: 14,976
Received Thanks: 11,388
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Memory Boneshot und SuperExplosion geadded
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