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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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01/10/2012, 19:59
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#6256
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elite*gold: 0
Join Date: Nov 2011
Posts: 41
Received Thanks: 2
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Quote:
Originally Posted by _TradEmArk_ ™
Code:
DWORD wep = *(DWORD*)((DWORD)g_pBase->MyPlayer + 0x00C434);
if(wep && !GetAmmo)
{
for(int i = 0; i < g_pEsp.GetWeaponCount(wep); i++)
{
CPWeapon *Temp = g_pEsp.GetWeaponAmmo(wep,i);
if(Temp)
{
pAmmo[i].Bullets = Temp->AmmoDiv / Temp->Ammo;
pAmmo[i].Clips = Temp->ClipDiv / Temp->Clip;
}
}
GetAmmo = true;
}
How to use this thing?
if(pFolders.Weapons.UnlAmmo)
{
if(wep)
{
CPWeapon *Weapon = g_pEsp.GetWeaponAmmo(wep,g_pBase->MyPlayer->weapon);
if(Weapon && Weapon->AmmoDiv / Weapon->Ammo <= 2)
{
Weapon->AmmoDiv = (pAmmo[g_pBase->MyPlayer->weapon].Bullets * 2);
Weapon->Ammo = 2;
}
}
}
Credits: UnknownPK
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How to use this thing?
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01/10/2012, 20:11
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#6257
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elite*gold: LOCKED
Join Date: Dec 2009
Posts: 4,650
Received Thanks: 5,731
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Quote:
Originally Posted by Mr. Muscle
How to use this thing?
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you cann't use it
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01/10/2012, 20:16
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#6258
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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Quote:
Originally Posted by Mr. Muscle
How to use this thing?
|
Reverse the structure.
Little hint:
1. Search for player pointer.
2. Dereference it, add the offset pointing to the weapon data.
3. Dereference that one, add the offset pointing to the dynamic array containing all data about all weapons of the player.
4. Having the weapons index (all weapons are iterated here) dereference it adding 56 * weaponindex.
5. Find:
- int nAmmo;
- int nAmmoDiv;
- int nClip;
- int nClipDiv;
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01/11/2012, 07:04
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#6259
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Join Date: Nov 2011
Posts: 41
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Request AutoMedic memory
|
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01/11/2012, 07:12
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#6260
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elite*gold: 8
Join Date: Oct 2011
Posts: 656
Received Thanks: 1,895
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Quote:
Originally Posted by Mr. Muscle
Request AutoMedic memory
|
Code:
if( AutoMedic )
{
g_pEsp.HealUser(g_pBase->MyServer->myplayerslot);
}
Structs dafür:
Code:
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
#define READ_AND_WRITABLE_POS_X 0
#define READ_AND_WRITABLE_POS_Y 2
#define READ_AND_WRITABLE_POS_Z 4
#define READ_CORD_X 0
#define READ_CORD_Y 1
#define READ_CORD_Z 2
#define WRITE_CORD_X READ_CORD_X
#define WRITE_CORD_Y READ_CORD_Y
#define WRITE_CORD_Z READ_CORD_Z
struct CMatrix;
struct CServer;
struct CVehicle;
struct CPlayer;
struct CWeapon;
struct CWeapons;
struct CSlots;
struct CMainBase;
struct CZombiemode;
struct CDevice;
struct CLocal;
struct CPlayerInfo;
struct CMapVehicle;
extern CMainBase *g_pBase;
struct CMatrix//recalculated
{
D3DXMATRIX Project; //0x000000
D3DXMATRIX View; //0x000040
};//0x000080(128)
struct CServer//recalculated
{
char unknown00[36]; //0x000000
char servername[20]; //0x000024
char unknown0[248]; //0x000038
int gameping; //0x000130
char unkbiewb[1100]; //0x000134
float gamemaster; //0x000580
char unknown5[8]; //0x000584
int premium; //0x00058C
long premiumdays; //0x000590
char unneto[77]; //0x000594
bool insidevehicle; //0x0005E1 --> set to 3
char gcv[14]; //0x0005E2
float ServerTime; //0x0005F0
char unknn4[17712]; //0x0005F4
char ServerIP1[16]; //0x004B24
char unnmww[1003164]; //0x004B34
DWORD roomkicked; //0x0F99D0
char unknoe[12036]; //0x0F99D4
int gametype; //0x0FC8D8
char unknor[1080]; //0x0FC8DC
int MapNumber; //0x0FCD14
char unknowndf[28]; //0x0FCD18
int roomplayers; //0x0FCD34
char unknowre[16]; //0x0FCD38
int supermaster; //0x0FCD48
char unknwoer[1044]; //0x0FCD4C
DWORD roommaster; //0x0FD160
char yjiohjihtr[20564]; //0x0FD164
bool wepslot1; //0x1021B8
bool wepslot2; //0x1021B9
bool wepslot3; //0x1021BA
bool wepslot4; //0x1021BB
bool wepslot5; //0x1021BC
bool wepslot6; //0x1021BD
bool wepslot7; //0x1021BE
bool wepslot8; //0x1021BF
char y56rt15[98516]; //0x1021C0
int currentlevel; //0x11A294
long currentexp; //0x11A298
char unknef[12]; //0x11A29C
long currentdinar; //0x11A2A8
char neletrt[4]; //0x11A2AC
int totalkills; //0x11A2B0
int totaldeaths; //0x11A2B4
char ueroeheo[4]; //0x11A2B8
int Invisable; //0x11A2BC
char GameServer[32]; //0x11A2C0
char yjirjtrtr[12]; //0x11A2E0
char loginname[20]; //0x11A2EC
char hjoitejo[492]; //0x11A300
char nickname[20]; //0x11A4EC
char gjrgjrre[496]; //0x11A500
char clanname[20]; //0x11A6F0
char ijererjew[4344]; //0x11A704
DWORD roomnumber; //0x11B7FC
DWORD myplayerslot; //0x11B800
DWORD myteam; //0x11B804
char ghoroie[124]; //0x11B808
BYTE SpecateNEW; //0x11B884
};//0x11B888(1161352)
struct CObjects//recalculated
{
char Unknown[48]; //0x000000
D3DXVECTOR3 Pos; //0x000030
};//0x03C(60)
struct CVehicle//recalculated
{
char unknown[56]; //0x000000
BYTE vehtype; //0x000038
char unknown4[31]; //0x000039
char name[20]; //0x000058
char unknown5[236]; //0x00006C
BYTE HowManySeats; //0x000158
char unknowne[15]; //0x000159
BYTE Passangers; //0x000168
char unknownre[7]; //0x000169
float health; //0x000170
float maxhealth; //0x000174
char unknown6[564]; //0x000178
int index; //0x0003AC
char unknown8[48]; //0x0003B0
D3DXVECTOR3 Pos; //0x0003E0
char unknown7[112]; //0x0003EC
float throttleX; //0x00045C
float throttleY; //0x000460
};
struct CPWeapon//recalculated
{
char SName[32]; //0x000000
DWORD unknownpointer; //0x000020
int Ammo; //0x000024
int AmmoDiv; //0x000028
int Clip; //0x00002C
int ClipDiv; //0x000030
char unknown[8]; //0x000038
};//0x00038(56)
struct CTagMatrix
{
DWORD pointer;
D3DXMATRIX m;
};
struct CPlayer//recalculated
{
char unknown2[50228]; //0x000000
DWORD Weapons; //0x00C434
char uu[4]; //0x00C438
D3DXVECTOR3 recoil; //0x00C43C
char unknown1[72]; //0x00C448
BYTE index; //0x00C490
char neunknwn[15]; //0x00C491
D3DXVECTOR3 gravity; //0x00C4A0
char qhiqqioq[4]; //0x00C4AC
CVehicle* vehicle; //0x00C4B0
char unknownere[4]; //0x00C4B4
int inwater; //0x00C4B8
char unknown5[15580]; //0x00C4BC
float pitch; //0x010198
float leaning; //0x01019C
char unknown6[20]; //0x0101A0
float yaw; //0x0101B4
char unknown8[8]; //0x0101B8
D3DXVECTOR3 basepos; //0x0101C0// GOOD FOR ESP
char unknown11[12]; //0x0101CC
WORD weapon; //0x0101D8
WORD wWeaponModel2; //0x0101DA
WORD wPlayerModel; //0x0101DC
WORD wCurrentSlot; //0x0101DE
char unknown9[88]; //0x0101E0
BYTE status; //0x010238
char unknown10[7]; //0x010239
D3DXVECTOR3 bneckpos; //0x010240
D3DXVECTOR3 neckpos; //0x01024C
D3DXVECTOR3 updatepos; //0x010258 // UPDATE (cords that the player will move to(DONT USE FOR AIMBOT OR ESP))
D3DXVECTOR3 headpos; //0x010264 // BEST FOR AIMBOT
char unknown12[56]; //0x010270
CTagMatrix *TagMatrix1; //0x0102A8
CTagMatrix *TagMatrix2; //0x0102AC
char unknown13[24]; //0x0102B0
float nofall; //0x0102C8
char unknown33[20]; //0x0102CC
vec5_t wpos; //0x0102E0
};
struct CWeapon//recalculated
{
char unknown[12]; //0x000000
short ID; //0x00000C
char unknown1[2]; //0x00000E
char wepname[32]; //0x000010
char wepnamespecial[32]; //0x000030
char wepshortname1[32]; //0x000050
char wepshortname2[32]; //0x000070
char unknown5[5336]; //0x000090
};//0x1568
struct CSlots//recalculated
{
BYTE enab; //0x000000 // always 1 :S
BYTE type; //0x000001 // 44 standard weapon?? 48-52
short id; //0x000002 // weaponno 1-101, when bought it is empty??
char dum1[33]; //0x000004 // empty
char sname[16]; //0x000025 // short name like DC01 10h
char dum2[19]; //0x000035 // empty 13h
DWORD adr_weap; //0x000048 // weapon address of the inventory
DWORD adr_inv; //0x00004C // filled when a bought weapon is used
};
struct CMainBase//recalculated
{
HWND WRDlg; //0x000000 => Warrock DLG/HWND
CLocal *myLocal; //0x000004 => pointer to local player stuff
CDevice *myDevice; //0x000008 => pointer to all pDevice stuff
char unknown0[232]; //0x00000C
CMapVehicle *MVehicles; //0x0000F4 => pointer to all the vehicles on the map
char unknown1[108]; //0x0000F8
CVehicle *myVehicle; //0x000164 => pointer to MY Current vehicle thats im in
char unknown2[712]; //0x000168
CZombiemode *myZombie; //0x000430 => pointer to the zombie game mode
char unknown3[32]; //0x000434
CServer* MyServer; //0x000454 => pointer to Server class
char unknown4[96]; //0x000458
CPlayer* MyPlayer; //0x0004B8 => pointer to my player pointer
};
struct CZombiemode//recalculated
{
char unknown0[28]; //0x000000
int Status; //0x00001C
int Round; //0x000020
int ClearedRounds; //0x000024
int TotalPoints; //0x000028
int Timertillroundstarts; //0x000034
int Timerlefttillspawn; //0x000038
int TimerWhenDead; //0x00003C
};
struct CDevice//recalculated
{
char unknown0[4]; //0x000000
char GFXMainDllUsed[20]; //0x000004
char unknown1[492]; //0x000018
char CurrentGFXCard[32]; //0x000204
char unknown2[556]; //0x000224
int XScreenSize; //0x000450
int YScreenSize; //0x000454
char unknown3[177368]; //0x000458
IDirect3DDevice9 **pDevice; //0x02B930
char unknown4[64]; //0x02B934
float CurrentClock; //0x02B974
char unknown5[4]; //0x02B978
float CurrentFPS; //0x02B97C
char unknown6[18]; //0x02B980
char GFXCardUsing[32]; //0x02B992
};
struct CLocal//recalculated
{
char unknown1[32]; //0x000000
D3DXVECTOR3 pos; //0x000020
char unknown2[36]; //0x00002C
float pitch; //0x000050
float yaw; //0x000054
float roll; //0x000058
char unknown3[12]; //0x00005C
float down; //0x000068
float up; //0x00006C
float fovx; //0x000070
float fovy; //0x000074
char unknown4[44]; //0x000078
float Vehpitch; //0x0000A4
float vehpitch; //0x0000A8
float vehaxe; //0x0000AC
char unknown5[20]; //0x0000B0
int mousey; //0x0000C4
int mousex; //0x0000C8
WORD Mouseclick; //0x0000CC
};
struct CPlayerInfo//recalculated
{
char unknown0[8]; //0x000000
int Premium; //0x000008
char unknown1[712]; //0x00000C
char MainName[20]; //0x0002D4
char unknown2[108]; //0x0002E8
char FuckingShit[100]; //0x000354
char unknown3[772]; //0x0003B8
__int32 ping; //0x0006BC
char unknown4[24]; //0x0006C0
char ip[16]; //0x0006D8
char unknown5[20]; //0x0006E4
char routerip[16]; //0x0006FC
char unknown6[24]; //0x00070C
char ip2[16]; //0x000724
char unknown7[56]; //0x000734
int currentlevel; //0x00076C
int exp; //0x000770
char unknown8[12]; //0x000774
int dinar; //0x000780
char unknown9[4]; //0x000784
int totalkills; //0x000788
int totaldeaths; //0x00078C
char unknown10[20]; //0x000790
char GameServer[32]; //0x0007A4
char unknown32[512]; //0x0007C4
char name[20]; //0x0009C4
char unknown11[496]; //0x0009D8
char clan[48]; //0x000BC8
char unknown12[3956]; //0x000BF8
int points; //0x001B6C
char unknown13[24]; //0x001B70
int kills; //0x001B88
int deaths; //0x001B8C
int flags; //0x001B90
int health; //0x001B94
int maxhealth; //0x001B98
char unknown14[4]; //0x001B9C
int pclass; //0x001BA0
char unknown15[140]; //0x001BA4
BYTE isready; //0x001C30
char unknown16[175]; //0x001C31
BYTE team; //0x001CE0
char unknown17[23]; //0x001CE1
};//1CF8(7416)
//0x9F2BE8 AMMO SHIT
struct CPlayersInfo
{
CPlayerInfo Players[32];
CPlayerInfo *GetInfo(int index)
{
return &Players[index];//(1CF8 * Index)
}
CPlayerInfo *GetLocalInfo()
{
if(g_pBase)
{
if(g_pBase->MyPlayer)
{
return &Players[g_pBase->MyPlayer->index];
}
if(g_pBase->MyServer)
{
return &Players[g_pBase->MyServer->myplayerslot];
}
}
}
};
Credits: UnknownPK
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01/11/2012, 07:22
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#6261
|
elite*gold: 0
Join Date: Nov 2011
Posts: 41
Received Thanks: 2
|
Quote:
Originally Posted by _TradEmArk_ ™
Code:
if( AutoMedic )
{
g_pEsp.HealUser(g_pBase->MyServer->myplayerslot);
}
Structs dafür:
Code:
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
#define READ_AND_WRITABLE_POS_X 0
#define READ_AND_WRITABLE_POS_Y 2
#define READ_AND_WRITABLE_POS_Z 4
#define READ_CORD_X 0
#define READ_CORD_Y 1
#define READ_CORD_Z 2
#define WRITE_CORD_X READ_CORD_X
#define WRITE_CORD_Y READ_CORD_Y
#define WRITE_CORD_Z READ_CORD_Z
struct CMatrix;
struct CServer;
struct CVehicle;
struct CPlayer;
struct CWeapon;
struct CWeapons;
struct CSlots;
struct CMainBase;
struct CZombiemode;
struct CDevice;
struct CLocal;
struct CPlayerInfo;
struct CMapVehicle;
extern CMainBase *g_pBase;
struct CMatrix//recalculated
{
D3DXMATRIX Project; //0x000000
D3DXMATRIX View; //0x000040
};//0x000080(128)
struct CServer//recalculated
{
char unknown00[36]; //0x000000
char servername[20]; //0x000024
char unknown0[248]; //0x000038
int gameping; //0x000130
char unkbiewb[1100]; //0x000134
float gamemaster; //0x000580
char unknown5[8]; //0x000584
int premium; //0x00058C
long premiumdays; //0x000590
char unneto[77]; //0x000594
bool insidevehicle; //0x0005E1 --> set to 3
char gcv[14]; //0x0005E2
float ServerTime; //0x0005F0
char unknn4[17712]; //0x0005F4
char ServerIP1[16]; //0x004B24
char unnmww[1003164]; //0x004B34
DWORD roomkicked; //0x0F99D0
char unknoe[12036]; //0x0F99D4
int gametype; //0x0FC8D8
char unknor[1080]; //0x0FC8DC
int MapNumber; //0x0FCD14
char unknowndf[28]; //0x0FCD18
int roomplayers; //0x0FCD34
char unknowre[16]; //0x0FCD38
int supermaster; //0x0FCD48
char unknwoer[1044]; //0x0FCD4C
DWORD roommaster; //0x0FD160
char yjiohjihtr[20564]; //0x0FD164
bool wepslot1; //0x1021B8
bool wepslot2; //0x1021B9
bool wepslot3; //0x1021BA
bool wepslot4; //0x1021BB
bool wepslot5; //0x1021BC
bool wepslot6; //0x1021BD
bool wepslot7; //0x1021BE
bool wepslot8; //0x1021BF
char y56rt15[98516]; //0x1021C0
int currentlevel; //0x11A294
long currentexp; //0x11A298
char unknef[12]; //0x11A29C
long currentdinar; //0x11A2A8
char neletrt[4]; //0x11A2AC
int totalkills; //0x11A2B0
int totaldeaths; //0x11A2B4
char ueroeheo[4]; //0x11A2B8
int Invisable; //0x11A2BC
char GameServer[32]; //0x11A2C0
char yjirjtrtr[12]; //0x11A2E0
char loginname[20]; //0x11A2EC
char hjoitejo[492]; //0x11A300
char nickname[20]; //0x11A4EC
char gjrgjrre[496]; //0x11A500
char clanname[20]; //0x11A6F0
char ijererjew[4344]; //0x11A704
DWORD roomnumber; //0x11B7FC
DWORD myplayerslot; //0x11B800
DWORD myteam; //0x11B804
char ghoroie[124]; //0x11B808
BYTE SpecateNEW; //0x11B884
};//0x11B888(1161352)
struct CObjects//recalculated
{
char Unknown[48]; //0x000000
D3DXVECTOR3 Pos; //0x000030
};//0x03C(60)
struct CVehicle//recalculated
{
char unknown[56]; //0x000000
BYTE vehtype; //0x000038
char unknown4[31]; //0x000039
char name[20]; //0x000058
char unknown5[236]; //0x00006C
BYTE HowManySeats; //0x000158
char unknowne[15]; //0x000159
BYTE Passangers; //0x000168
char unknownre[7]; //0x000169
float health; //0x000170
float maxhealth; //0x000174
char unknown6[564]; //0x000178
int index; //0x0003AC
char unknown8[48]; //0x0003B0
D3DXVECTOR3 Pos; //0x0003E0
char unknown7[112]; //0x0003EC
float throttleX; //0x00045C
float throttleY; //0x000460
};
struct CPWeapon//recalculated
{
char SName[32]; //0x000000
DWORD unknownpointer; //0x000020
int Ammo; //0x000024
int AmmoDiv; //0x000028
int Clip; //0x00002C
int ClipDiv; //0x000030
char unknown[8]; //0x000038
};//0x00038(56)
struct CTagMatrix
{
DWORD pointer;
D3DXMATRIX m;
};
struct CPlayer//recalculated
{
char unknown2[50228]; //0x000000
DWORD Weapons; //0x00C434
char uu[4]; //0x00C438
D3DXVECTOR3 recoil; //0x00C43C
char unknown1[72]; //0x00C448
BYTE index; //0x00C490
char neunknwn[15]; //0x00C491
D3DXVECTOR3 gravity; //0x00C4A0
char qhiqqioq[4]; //0x00C4AC
CVehicle* vehicle; //0x00C4B0
char unknownere[4]; //0x00C4B4
int inwater; //0x00C4B8
char unknown5[15580]; //0x00C4BC
float pitch; //0x010198
float leaning; //0x01019C
char unknown6[20]; //0x0101A0
float yaw; //0x0101B4
char unknown8[8]; //0x0101B8
D3DXVECTOR3 basepos; //0x0101C0// GOOD FOR ESP
char unknown11[12]; //0x0101CC
WORD weapon; //0x0101D8
WORD wWeaponModel2; //0x0101DA
WORD wPlayerModel; //0x0101DC
WORD wCurrentSlot; //0x0101DE
char unknown9[88]; //0x0101E0
BYTE status; //0x010238
char unknown10[7]; //0x010239
D3DXVECTOR3 bneckpos; //0x010240
D3DXVECTOR3 neckpos; //0x01024C
D3DXVECTOR3 updatepos; //0x010258 // UPDATE (cords that the player will move to(DONT USE FOR AIMBOT OR ESP))
D3DXVECTOR3 headpos; //0x010264 // BEST FOR AIMBOT
char unknown12[56]; //0x010270
CTagMatrix *TagMatrix1; //0x0102A8
CTagMatrix *TagMatrix2; //0x0102AC
char unknown13[24]; //0x0102B0
float nofall; //0x0102C8
char unknown33[20]; //0x0102CC
vec5_t wpos; //0x0102E0
};
struct CWeapon//recalculated
{
char unknown[12]; //0x000000
short ID; //0x00000C
char unknown1[2]; //0x00000E
char wepname[32]; //0x000010
char wepnamespecial[32]; //0x000030
char wepshortname1[32]; //0x000050
char wepshortname2[32]; //0x000070
char unknown5[5336]; //0x000090
};//0x1568
struct CSlots//recalculated
{
BYTE enab; //0x000000 // always 1 :S
BYTE type; //0x000001 // 44 standard weapon?? 48-52
short id; //0x000002 // weaponno 1-101, when bought it is empty??
char dum1[33]; //0x000004 // empty
char sname[16]; //0x000025 // short name like DC01 10h
char dum2[19]; //0x000035 // empty 13h
DWORD adr_weap; //0x000048 // weapon address of the inventory
DWORD adr_inv; //0x00004C // filled when a bought weapon is used
};
struct CMainBase//recalculated
{
HWND WRDlg; //0x000000 => Warrock DLG/HWND
CLocal *myLocal; //0x000004 => pointer to local player stuff
CDevice *myDevice; //0x000008 => pointer to all pDevice stuff
char unknown0[232]; //0x00000C
CMapVehicle *MVehicles; //0x0000F4 => pointer to all the vehicles on the map
char unknown1[108]; //0x0000F8
CVehicle *myVehicle; //0x000164 => pointer to MY Current vehicle thats im in
char unknown2[712]; //0x000168
CZombiemode *myZombie; //0x000430 => pointer to the zombie game mode
char unknown3[32]; //0x000434
CServer* MyServer; //0x000454 => pointer to Server class
char unknown4[96]; //0x000458
CPlayer* MyPlayer; //0x0004B8 => pointer to my player pointer
};
struct CZombiemode//recalculated
{
char unknown0[28]; //0x000000
int Status; //0x00001C
int Round; //0x000020
int ClearedRounds; //0x000024
int TotalPoints; //0x000028
int Timertillroundstarts; //0x000034
int Timerlefttillspawn; //0x000038
int TimerWhenDead; //0x00003C
};
struct CDevice//recalculated
{
char unknown0[4]; //0x000000
char GFXMainDllUsed[20]; //0x000004
char unknown1[492]; //0x000018
char CurrentGFXCard[32]; //0x000204
char unknown2[556]; //0x000224
int XScreenSize; //0x000450
int YScreenSize; //0x000454
char unknown3[177368]; //0x000458
IDirect3DDevice9 **pDevice; //0x02B930
char unknown4[64]; //0x02B934
float CurrentClock; //0x02B974
char unknown5[4]; //0x02B978
float CurrentFPS; //0x02B97C
char unknown6[18]; //0x02B980
char GFXCardUsing[32]; //0x02B992
};
struct CLocal//recalculated
{
char unknown1[32]; //0x000000
D3DXVECTOR3 pos; //0x000020
char unknown2[36]; //0x00002C
float pitch; //0x000050
float yaw; //0x000054
float roll; //0x000058
char unknown3[12]; //0x00005C
float down; //0x000068
float up; //0x00006C
float fovx; //0x000070
float fovy; //0x000074
char unknown4[44]; //0x000078
float Vehpitch; //0x0000A4
float vehpitch; //0x0000A8
float vehaxe; //0x0000AC
char unknown5[20]; //0x0000B0
int mousey; //0x0000C4
int mousex; //0x0000C8
WORD Mouseclick; //0x0000CC
};
struct CPlayerInfo//recalculated
{
char unknown0[8]; //0x000000
int Premium; //0x000008
char unknown1[712]; //0x00000C
char MainName[20]; //0x0002D4
char unknown2[108]; //0x0002E8
char FuckingShit[100]; //0x000354
char unknown3[772]; //0x0003B8
__int32 ping; //0x0006BC
char unknown4[24]; //0x0006C0
char ip[16]; //0x0006D8
char unknown5[20]; //0x0006E4
char routerip[16]; //0x0006FC
char unknown6[24]; //0x00070C
char ip2[16]; //0x000724
char unknown7[56]; //0x000734
int currentlevel; //0x00076C
int exp; //0x000770
char unknown8[12]; //0x000774
int dinar; //0x000780
char unknown9[4]; //0x000784
int totalkills; //0x000788
int totaldeaths; //0x00078C
char unknown10[20]; //0x000790
char GameServer[32]; //0x0007A4
char unknown32[512]; //0x0007C4
char name[20]; //0x0009C4
char unknown11[496]; //0x0009D8
char clan[48]; //0x000BC8
char unknown12[3956]; //0x000BF8
int points; //0x001B6C
char unknown13[24]; //0x001B70
int kills; //0x001B88
int deaths; //0x001B8C
int flags; //0x001B90
int health; //0x001B94
int maxhealth; //0x001B98
char unknown14[4]; //0x001B9C
int pclass; //0x001BA0
char unknown15[140]; //0x001BA4
BYTE isready; //0x001C30
char unknown16[175]; //0x001C31
BYTE team; //0x001CE0
char unknown17[23]; //0x001CE1
};//1CF8(7416)
//0x9F2BE8 AMMO SHIT
struct CPlayersInfo
{
CPlayerInfo Players[32];
CPlayerInfo *GetInfo(int index)
{
return &Players[index];//(1CF8 * Index)
}
CPlayerInfo *GetLocalInfo()
{
if(g_pBase)
{
if(g_pBase->MyPlayer)
{
return &Players[g_pBase->MyPlayer->index];
}
if(g_pBase->MyServer)
{
return &Players[g_pBase->MyServer->myplayerslot];
}
}
}
};
Credits: UnknownPK
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Thanks for these but I need automedic for nomenu
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01/11/2012, 13:11
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#6262
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elite*gold: 0
Join Date: Dec 2011
Posts: 75
Received Thanks: 60
|
Quote:
Originally Posted by Mr. Muscle
Thanks for these but I need automedic for nomenu
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Its for no menu and d3d menu hacks.
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01/11/2012, 14:39
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#6263
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elite*gold: 0
Join Date: Dec 2009
Posts: 106
Received Thanks: 50
|
Quote:
Originally Posted by _TradEmArk_ ™
Code:
if( AutoMedic )
{
g_pEsp.HealUser(g_pBase->MyServer->myplayerslot);
}
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Was ist die definierung von g_pEsp.HealUser
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01/11/2012, 15:48
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#6264
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elite*gold: 0
Join Date: Aug 2011
Posts: 726
Received Thanks: 3,211
|
Its DistanceBetween Gun And Player
Code:
switch(DistanceBetweenGun)
{
case 0:*(float*)(ADR_DistanceGunPlayer) = 2.8; // Can be done on default i know
case 1:*(float*)(ADR_DistanceGunPlayer) = 10;
case 2:*(float*)(ADR_DistanceGunPlayer) = 20;
case 3:*(float*)(ADR_DistanceGunPlayer) = 30;
case 4:*(float*)(ADR_DistanceGunPlayer) = 40;
case 5:*(float*)(ADR_DistanceGunPlayer) = 50;
}
Addie = 0x858AC0
Credits :
R3d_L!n3
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01/11/2012, 16:00
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#6265
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elite*gold: 0
Join Date: Jul 2010
Posts: 310
Received Thanks: 338
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#Request
NoWeaponGravity Source
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01/11/2012, 16:18
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#6266
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elite*gold: 0
Join Date: Jan 2012
Posts: 1
Received Thanks: 0
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#Request
HideWeapon Source
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01/11/2012, 17:15
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#6267
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elite*gold: 0
Join Date: Nov 2011
Posts: 41
Received Thanks: 2
|
Quote:
Originally Posted by R3d_L!n3
Its DistanceBetween Gun And Player
Code:
switch(DistanceBetweenGun)
{
case 0:*(float*)(ADR_DistanceGunPlayer) = 2.8; // Can be done on default i know
case 1:*(float*)(ADR_DistanceGunPlayer) = 10;
case 2:*(float*)(ADR_DistanceGunPlayer) = 20;
case 3:*(float*)(ADR_DistanceGunPlayer) = 30;
case 4:*(float*)(ADR_DistanceGunPlayer) = 40;
case 5:*(float*)(ADR_DistanceGunPlayer) = 50;
}
Addie = 0x858AC0
Credits :
R3d_L!n3
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what does this do?
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01/11/2012, 20:06
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#6268
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elite*gold: 0
Join Date: Aug 2011
Posts: 726
Received Thanks: 3,211
|
Quote:
Originally Posted by Mr. Muscle
what does this do?
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Its DistanceBetween Gun And Player
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01/12/2012, 07:39
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#6269
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elite*gold: 4
Join Date: Jan 2012
Posts: 114
Received Thanks: 23
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Request 5Slot Source
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01/12/2012, 09:35
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#6270
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elite*gold: 0
Join Date: Nov 2007
Posts: 119
Received Thanks: 45
|
Quote:
Originally Posted by [H]annah
Request 5Slot Source
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void slot()
{
DWORD dwServerPtr = *(DWORD*)ADR_ServerPointer;
if(dwServerPtr != 0)
{
*(int*)(dwServerPtr+OFS_5th_Slot) = 1;
}
}
#Request
OFS_Z
OFS_X
OFS_Y
OFS_NFD
Pattern
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![Closed Thread](images/elitepvpers/buttons/threadclosed.gif) |
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