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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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03/18/2012, 21:36
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#6601
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elite*gold: 0
Join Date: Jan 2012
Posts: 438
Received Thanks: 511
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Code:
struct Fast
{
CHAR Chowniiqhtz1[10510716];//0x00
float FastAmmo;//0xA0617C
CHAR Chowniiqhtz2[4];//0xA06180
float FastRepair;//0xA06184
CHAR Chowniiqhtz3[4];//0xA06188
float FastHealth;//0xA0618C
CHAR Chowniiqhtz4[4];//0xA06190
float FastFlag;//0xA06194
}
struct FullBright
{
CHAR Chowniiqhtz1[10490944];//0x00
float GlassWalls;//0xA01440
Char Chowniiqhtz2[4156];//A01444
float FullBright1;//0xA02480
float FullBright2;//0xA02484
float FullBright3;//0xA02488
}
Credits Me. Dont leech without Credits..
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03/18/2012, 22:22
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#6602
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
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Code:
struct CPlayer
{
char xUnknown1[50317];//0x00
BYTE Index;//0xC48D
char xUnknown2[16];//0xC48E
float Gravity_X;//0xC4A4
float Gravity_Y;//0xC4A8
float Gravity_Z;//0xC4AC
char xUnknown3[15440];//0xC4B0
float FastNadeBlast;//0x10100
char xUnknown4[188];//0x10104
float ViewX;//0x101C0
float ViewY;//0x101C4
float ViewZ;//0x101C8
char xUnknown5[12];//0x101CC
WORD Weapon1;//0x101D8
WORD Weapon2;//0x101DA
WORD Weapon3;//0x101DC
char xUnknown6[270];//0x101DE
float PosX;//0x102EC
char xUnknown7[12];//0x102F0
float PosY;//0x102FC
char xUnknown8[12];//0x10300
float PosZ;//0x102F4
char xUnknown9[96];//0x102F8
DWORD AutoPlant;//0x10358
DWORD AutoDefuse;//0x1035C
char xUnknown10[14];//0x10360
DWORD AutoShot;//0x1036E
char xUnknown11[106];//0x10372
float NoM134Idle;//0x103DC
};
CServer
{
char xUnknown1[1036640];//0x00
int ImMaster;//0xFD160
char xUnknown2[20564];//0xFD164
BYTE Slot1;//0x1021B8
BYTE Slot2;//0x1021B9
BYTE Slot3;//0x1021BA
BYTE Slot4;//0x1021BB
BYTE Slot5;//0x1021BC
BYTE Slot6;//0x1021BD
BYTE Slot7;//0x1021BE
BYTE Slot8;//0x1021BF
char xUnknown3[98556];//0x1021C0
long Invisible;//0x11A2BC
};
struct CBase
{
CPlayer* pLocal;
char xUnknown1[1171732];
CPlayer** pGlobal;
};
Credits to me.
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03/18/2012, 22:48
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#6603
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Join Date: Mar 2012
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Received Thanks: 7
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...
struct CBase
{
CPlayer* Local;
char xUnknown1[0x11E114];
CPlayer** Global;
};
Warum extra in Dezimal umwandeln, macht doch nur mehr Arbeit ..
Und wozu das "p..." ..
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03/18/2012, 22:58
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#6604
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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 xWarLeon
Und wozu das "p..." ..
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03/18/2012, 23:11
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#6605
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elite*gold: 0
Join Date: Jan 2012
Posts: 438
Received Thanks: 511
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Quote:
Originally Posted by xWarLeon
...
struct CBase
{
CPlayer* Local;
char xUnknown1[0x11E114];
CPlayer** Global;
};
Warum extra in Dezimal umwandeln, macht doch nur mehr Arbeit ..
Und wozu das "p..." ..
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Quote:
Originally Posted by __underScore
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p Zeiger pMemory
p Pointer pVertexBuffer
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03/18/2012, 23:12
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#6606
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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 S!ckniiqhtz
p Zeiger pMemory
p Pointer pVertexBuffer
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Zeiger und Pointer meinen das selbe, es wird nur mal der eine, mal der andere Begriff verwendet.
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03/19/2012, 03:47
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#6607
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elite*gold: 55
Join Date: Mar 2006
Posts: 4,582
Received Thanks: 1,539
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in C++ benutzt man kein p oder sonstigen Müll vor Variablen etc. ._. aber was solls... hier sind eh alle Codes unsauber.
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03/19/2012, 05:42
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#6608
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Join Date: Sep 2010
Posts: 10,215
Received Thanks: 5,781
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Natürlich tut man das. In jedem guten Styleguide wirst du diese Konventionen finden. Und das nicht nur in C++, sondern in so ziemlich jeder Programmiersprache die sich von Pascal ableitet. Aber mach dir nichts draus, nur der Compiler irrt nie
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03/19/2012, 07:56
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#6609
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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 bloodx
in C++ benutzt man kein p oder sonstigen Müll vor Variablen etc. ._. aber was solls... hier sind eh alle Codes unsauber.
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Definiere "unsauberer" Code, bitte.
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03/19/2012, 18:30
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#6610
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
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Paar Pattern:
Code:
DWORD dwBasePointer = FindPattern((PBYTE)"\x81\xC1\x00\x00\x00\x00\x8D\x91\x00\x00\x00\x00\x8B\xD8","xx????xx????xx",2,true);
DWORD dwRemotePointer = FindPattern((PBYTE)"\x2B\x05\x00\x00\x00\x00\x33\xF6\xC1\xF8\x02\x89\x1D\x00\x00\x00\x00", "xx????xxxxxxx????", 2, true);
DWORD dwAngels = FindPattern((PBYTE)"\xA1\x00\x00\x00\x00\xD9\x40\x00\x00\x00\x00\xD9\x5D","x????xx????xx",1,true);
DWORD dwRoom = FindPattern((PBYTE)"\x8B\x35\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xD9\x40","xx????x????xx",2,true);
DWORD dwNoBounds1 = FindPattern((PBYTE)"\xD9\x1D\x00\x00\x00\x00\xE9\x00\x00\x00\x00\xD8\x1D\x00\x00\x00\x00\xDF\xE0","xx????x????xx????xx",2,true);
DWORD dwNoBounds2 = dwNoBounds1 + 0x4;
DWORD dwNoBounds3 = dwNoBounds2 + 0x4;
DWORD dwScope = FindPattern((PBYTE)"\xC7\x05\x00\x00\x00\x00\x00\x00\x00\x00\x85\xC0\x76\x00\xBE\x00\x00\x00\x00","xx????????xxx?x????",2,true);
DWORD dwImDrunk = FindPattern((PBYTE)"\x66\xA3\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x3B\xF0","xx????x????x",2,true);
DWORD dwScopeSize = FindPattern((PBYTE)"\xD9\x1D\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\xA1\x00\x00\x00\x00","xx????xx????x????",2,true);
DWORD dwGlassWalls = FindPattern((PBYTE)"\xD9\x05\x00\x00\x00\x00\xD9\x5C\x24\x0C\xD9\xEE\xD8\x5C\x24\x0C\xDF\xE0","xx????xxxxxxxxxxxx",2,true);
DWORD dwPlantAnyWhereX = FindPattern((PBYTE)"\x88\x1D\x00\00\x00\x00\x88\x1D\x00\x00\x00\x00\x88\x1D","xx????xx????xx",2,true);
DWORD dwPlantAnyWhere = dwPlantAnyWhereX - 0x7;
DWORD dwDefuseAnyWhereX = FindPattern((PBYTE)"\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3\x00\x00\x00\x00\x66\xA3","xx????xx????xx????xx",2,true);
DWORD dwDefuseAnyWhere = dwDefuseAnyWhereX + 0x4;
Paar Sources:
Code:
float OPKSaveX,OPKSaveY,OPKSaveZ;
if (xPlayer.CH_PosOPK)
{
for (int i = 4; i < 32; i++)
{
if (GetAsyncKeyState(VK_F4))
{
OPKSaveX = *(float*)(dwPlayer + OFS_X);
OPKSaveY = *(float*)(dwPlayer + OFS_Y);
OPKSaveZ = *(float*)(dwPlayer + OFS_Z);
}
if (GetAsyncKeyState(VK_F5))
{
CPlayer* pPlayerA = p_Base->pGlobal[i];
pPlayerA->PosX = OPKSaveX;
pPlayerA->PosY = OPKSaveY;
pPlayerA->PosZ = OPKSaveZ;
}
}
}
Updated Structs:
Code:
struct CPlayer
{
char xUnknown1[50317];//0x00
BYTE Index;//0xC48D
char xUnknown2[16];//0xC48E
float Gravity_X;//0xC4A4
float Gravity_Y;//0xC4A8
float Gravity_Z;//0xC4AC
char xUnknown3[15440];//0xC4B0
float FastNadeBlast;//0x10100
char xUnknown4[188];//0x10104
float ViewX;//0x101C0
float ViewY;//0x101C4
float ViewZ;//0x101C8
char xUnknown5[12];//0x101CC
WORD Weapon1;//0x101D8
WORD Weapon2;//0x101DA
WORD Weapon3;//0x101DC
char xUnknown6[270];//0x101DE
float PosX;//0x102EC
char xUnknown7[12];//0x102F0
float PosY;//0x102FC
char xUnknown8[12];//0x10300
float PosZ;//0x102F4
char xUnknown9[96];//0x102F8
DWORD AutoPlant;//0x10358
DWORD AutoDefuse;//0x1035C
char xUnknown10[14];//0x10360
DWORD AutoShot;//0x1036E
char xUnknown11[106];//0x10372
float NoM134Idle;//0x103DC
};
CServer
{
char xUnknown1[1036640];//0x00
int ImMaster;//0xFD160
char xUnknown2[20564];//0xFD164
BYTE Slot1;//0x1021B8
BYTE Slot2;//0x1021B9
BYTE Slot3;//0x1021BA
BYTE Slot4;//0x1021BB
BYTE Slot5;//0x1021BC
BYTE Slot6;//0x1021BD
BYTE Slot7;//0x1021BE
BYTE Slot8;//0x1021BF
char xUnknown3[98556];//0x1021C0
long Invisible;//0x11A2BC
};
struct CBase
{
CPlayer* pLocal;
char xUnknown1[1171732];
CPlayer** pGlobal;
};
D3D Colors:
Code:
#define DARKGRAY D3DCOLOR_ARGB(255,71,65,64)
#define STEELBLUE D3DCOLOR_ARGB(255,70,130,180)
#define SLATEGREY D3DCOLOR_ARGB(255,112,128,144)
#define ROSYBROWN D3DCOLOR_ARGB(255,188,143,43)
#define ROYALBLUE D3DCOLOR_ARGB(255,65,105,225)
#define POWDERBLUE D3DCOLOR_ARGB(255,176,224,230)
#define LIMEGREEN D3DCOLOR_ARGB(255,50,205,50)
#define LIGHTYELLOW D3DCOLOR_ARGB(255,198,255,0)
#define LIGHTSALMON D3DCOLOR_ARGB(255,255,160,122)
#define LIGHTSEAGREAN D3DCOLOR_ARGB(255,32,178,170)
#define LIGHTSKYBLUE D3DCOLOR_ARGB(255,135,206,250)
#define LIGHTSLATEBLUE D3DCOLOR_ARGB(255,132,112,255)
#define LIGHTSLATEGREY D3DCOLOR_ARGB(255,119,136,153)
#define LIGHTSTEELBLUE D3DCOLOR_ARGB(255,176,196,222)
#define LIGHTCORAL D3DCOLOR_ARGB(255,240,128,128)
Credits me.
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03/19/2012, 22:56
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#6611
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elite*gold: 0
Join Date: Jan 2012
Posts: 438
Received Thanks: 511
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Naja gut für Farben muss man dir aber keine Credits geben...
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03/20/2012, 04:27
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#6612
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elite*gold: 0
Join Date: Nov 2011
Posts: 41
Received Thanks: 2
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float OPKSaveX,OPKSaveY,OPKSaveZ;
if (xPlayer.CH_PosOPK)
{
for (int i = 4; i < 32; i++)
{
if (GetAsyncKeyState(VK_F4))
{
OPKSaveX = *(float*)(dwPlayer + OFS_X);
OPKSaveY = *(float*)(dwPlayer + OFS_Y);
OPKSaveZ = *(float*)(dwPlayer + OFS_Z);
}
if (GetAsyncKeyState(VK_F5))
{
CPlayer* pPlayerA = p_Base->pGlobal[i];
pPlayerA->PosX = OPKSaveX;
pPlayerA->PosY = OPKSaveY;
pPlayerA->PosZ = OPKSaveZ;
}
}
}
can you give me structs for this?
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03/20/2012, 07:28
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#6613
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elite*gold: 0
Join Date: Mar 2012
Posts: 194
Received Thanks: 311
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Quote:
Originally Posted by S!ckniiqhtz
Code:
struct Fast
{
CHAR Chowniiqhtz1[10510716];//0x00
float FastAmmo;//0xA0617C
CHAR Chowniiqhtz2[4];//0xA06180
float FastRepair;//0xA06184
CHAR Chowniiqhtz3[4];//0xA06188
float FastHealth;//0xA0618C
CHAR Chowniiqhtz4[4];//0xA06190
float FastFlag;//0xA06194
}
struct FullBright
{
CHAR Chowniiqhtz1[10490944];//0x00
float GlassWalls;//0xA01440
Char Chowniiqhtz2[4156];//A01444
float FullBright1;//0xA02480
float FullBright2;//0xA02484
float FullBright3;//0xA02488
}
Credits Me. Dont leech without Credits..
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What is the point of this?
Its done with addys, and next update you have to update it like every addy, your only giving yourself more work
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03/20/2012, 10:32
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#6614
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elite*gold: 0
Join Date: Dec 2009
Posts: 106
Received Thanks: 50
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Quote:
Originally Posted by cheatslaw
What is the point of this?
Its done with addys, and next update you have to update it like every addy, your only giving yourself more work
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Wrong!
struct Fast
{
CHAR Chowniiqhtz1[ 10510716];//0x00
float FastAmmo;//0xA0617C
CHAR Chowniiqhtz2[4];//0xA06180
float FastRepair;//0xA06184
CHAR Chowniiqhtz3[4];//0xA06188
float FastHealth;//0xA0618C
CHAR Chowniiqhtz4[4];//0xA06190
float FastFlag;//0xA06194
}
You need only the updated FastAmmo Adr.Then you convert it in decimal.Now you must repleace only the red marked text with your converted FastAmmo Adr.And then it's updated.
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03/20/2012, 12:50
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#6615
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
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Quote:
Originally Posted by Mr. Muscle
float OPKSaveX,OPKSaveY,OPKSaveZ;
if (xPlayer.CH_PosOPK)
{
for (int i = 4; i < 32; i++)
{
if (GetAsyncKeyState(VK_F4))
{
OPKSaveX = *(float*)(dwPlayer + OFS_X);
OPKSaveY = *(float*)(dwPlayer + OFS_Y);
OPKSaveZ = *(float*)(dwPlayer + OFS_Z);
}
if (GetAsyncKeyState(VK_F5))
{
CPlayer* pPlayerA = p_Base->pGlobal[i];
pPlayerA->PosX = OPKSaveX;
pPlayerA->PosY = OPKSaveY;
pPlayerA->PosZ = OPKSaveZ;
}
}
}
can you give me structs for this?
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struct CPlayer
{
char xUnknown1[50317];//0x00
BYTE Index;//0xC48D
char xUnknown2[16];//0xC48E
float Gravity_X;//0xC4A4
float Gravity_Y;//0xC4A8
float Gravity_Z;//0xC4AC
char xUnknown3[15440];//0xC4B0
float FastNadeBlast;//0x10100
char xUnknown4[188];//0x10104
float ViewX;//0x101C0
float ViewY;//0x101C4
float ViewZ;//0x101C8
char xUnknown5[12];//0x101CC
WORD Weapon1;//0x101D8
WORD Weapon2;//0x101DA
WORD Weapon3;//0x101DC
char xUnknown6[270];//0x101DE
float PosX;//0x102EC
char xUnknown7[12];//0x102F0
float PosY;//0x102FC
char xUnknown8[12];//0x10300
float PosZ;//0x102F4
char xUnknown9[96];//0x102F8
DWORD AutoPlant;//0x10358
DWORD AutoDefuse;//0x1035C
char xUnknown10[14];//0x10360
DWORD AutoShot;//0x1036E
char xUnknown11[106];//0x10372
float NoM134Idle;//0x103DC
};
struct CBase
{
CPlayer* pLocal;
char xUnknown1[1171732];
CPlayer** pGlobal;
};
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