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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 04/12/2012, 22:08   #6811
 
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Quote:
Originally Posted by __underScore View Post
Lern lieber die Grundlagen. Wie soll sowas denn funktionieren? Also mal ehrlich...

Mach dir lieber eine eigene Datenstruktur, die die 12 Bytes Padding enthält, dadrin erstellst du dann noch einen Operator für einen C-Style Cast zu D3DXVECTOR3. Fertig ist's.
Stimmt danke Die Lösung ist ja mehr als banal, das ich darauf nicht von selbst gekommen bin -.-...
Ja ich hab mir schon gedacht das es nicht geht weil in dem Fall das Array ja nicht als Pointer zu der Addresse gilt...
Also vielen Dank zu meinen Structs ist nichts zu sagen ? ^^

mfg, Sawe.
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Old 04/13/2012, 01:54   #6812
 
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Hat jemand eine aktuelle Detour für mich ?
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Old 04/13/2012, 14:56   #6813
 
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Weiß nicht ob die noch aktuell ist...
Code:
DWORD NopNopJump(DWORD dwThread,DWORD dwAdress,DWORD dwSize)
{
DWORD dwDetour,dwProtect,i;
if (dwAdress&&dwThread&&dwSize>= dwSize)
{
dwDetour = (DWORD)VirtualAlloc(0,dwSize+dwSize,0x1000,0x40);
if (dwDetour&&VirtualProtect((VOID*)dwAdress,dwSize,0 x40,&dwProtect))
{
for (i=0;i<dwSize;i++)
{
*(BYTE*)(dwDetour+i)=*(BYTE*)(dwAdress+i);
}
*(BYTE*)(dwDetour+dwSize+0)=0x90;
*(DWORD*)(dwDetour+dwSize+1)=(dwAdress+dwSize);
*(BYTE*)(dwDetour+dwSize+0)=0x90;
*(DWORD*)(dwDetour+dwSize+1)=(dwAdress+dwSize);
*(WORD*)(dwDetour+dwSize+5)=0xE9;
*(DWORD*)(dwAdress+1)=(dwThread);
*(WORD*)(dwAdress+5)=0xE9;
VirtualProtect((VOID*)dwAdress,dwSize,dwProtect,&d wProtect);
VirtualProtect((VOID*)dwDetour,dwSize+dwSize,0x20, &dwProtect);
return dwDetour;
}
}
return (0);
}
creditz to SK1LL0R
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Old 04/13/2012, 15:19   #6814
 
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Hat jemand ne ud Base für mich? ^^
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Old 04/13/2012, 15:22   #6815
 
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Quote:
Hat jemand ne ud Base für mich? ^^
D3D oder NoMenu?
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Old 04/13/2012, 15:24   #6816
 
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Quote:
Originally Posted by Hanfi™ View Post
D3D oder NoMenu?
D3D
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Old 04/13/2012, 15:25   #6817
 
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Quote:
D3D
Ne sry, hab ich nicht mehr.
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Old 04/13/2012, 15:56   #6818
 
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Quote:
Originally Posted by FFFFFUUUUU View Post
D3D

Quote:
Originally Posted by eagl3 View Post



Give Credit
benutze die auch habe sie natürlich bissel umgeschrieben (design) aber müsste gehen

anti
Code:
if (CH_UserFinder){
int i;
DWORD ADR_USERNAME	= NULL;
DWORD ADR_USERIP	= NULL;
i=(CH_UserFinder-1);

ADR_USERNAME	    = (ADR_NameUSer	 + (ADR_GlobalPointer * i));
ADR_USERIP		    = (User_iP     + (ADR_GlobalPointer * i));
sprintf(usertext, "%s", (void*)ADR_NameUSer);
sprintf(userip	, "%s", (void*)ADR_USERIP);
} else {
sprintf(usertext,	"Select User");
sprintf(userip	,	"Select User");
}

if(KillUser)
{
if(CH_UserFinder)
{
if(p_Base->pLocal && p_Base->pGlobal)
{
CPlayer* pPlayer = p_Base->pGlobal[CH_UserFinder - 1]; 
if(pPlayer)
{
pPlayer->PosX = p_Base->pLocal->PosX;
pPlayer->PosY = p_Base->pLocal->PosY;
pPlayer->PosZ = p_Base->pLocal->PosZ;
}
}
}
}

if (FollowUser)									
{
if (CH_UserFinder)
{
if(p_Base->pLocal && p_Base->pGlobal)
{
CPlayer* pPlayer = p_Base->pGlobal[CH_UserFinder - 1];
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Old 04/13/2012, 16:01   #6819
 
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Quote:
Originally Posted by hero9910 View Post


benutze die auch habe sie natürlich bissel umgeschrieben (design) aber müsste gehen
Danke dir
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Old 04/13/2012, 16:18   #6820
 
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Updated Structs:

Code:
struct CPlayer
{
	char xUnknown1[50236];//0x00
	float NoRecoil1;//0xC43C
	float NoRecoil2;//0xC440
	float NoRecoil3;//0xC444
	char xUnknown2[69];//0xC448
	BYTE Index;//0xC48D
	char xUnknown3[22];//0xC48E
	float GravityX;//0xC4A4
	float GravityY;//0xC4A8
	float GravityZ;//0xC4AC
	char xUnknown4[12];//0xC4B0
	int WeaponState;//0xC4BC
	char xUnknown5[15420];//0xC4C0
	float NoSpread;//0x100FC
	float FastNadeBlast;//0x10100
	char xUnknown6[144];//0x10104
	float Pitch;//0x10194
	char xUnknown7[24];//0x10198
	float Yaw;//0x101B0
	char xUnknown8[12];//0x101B4
	float ViewX;//0x101C0
	float ViewY;//0x101C4
	float ViewZ;//0x101C8
	char xUnknown9[12];//0x101CC
	WORD Weapon1;//0x101D8
	WORD Weapon2;//0x101DA
	WORD Weapon3;//0x101DC
	char xUnknown10[90];//0x101DE
	BYTE PlayerState;//0x10238
	char xUnknown11[155];//0x10239
	float NoFallDamage;//0x102D4
	char xUnknown12[20];//0x102D8
	float PosX;//0x102EC
	char xUnknown13[12];//0x102F0
	float PosY;//0x102E4
	char xUnknown14[12];//0x102E8
	float PosZ;//0x102F4
	char xUnknown15[96];//0x102F8
	DWORD AutoPlant;//0x10358
	DWORD AutoDefuse;//0x1035C
	char xUnknown16[14];//0x10360
	DWORD AutoShot;//0x1036E
	char xUnknown17[106];//0x10372
	float NoM134Idle;//0x103DC
};

struct CBase
{
	CPlayer* pLocal;
	char* xUnknown1[1171732];
	CPlayer** pGlobal;
};
Credits to me!
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Old 04/13/2012, 17:40   #6821
 
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Searching:

Index, GravityX pattern
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Old 04/13/2012, 19:39   #6822
 
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Searching all the powerlevel sourcecodes...
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Old 04/14/2012, 01:49   #6823
 
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Kann mir jemand sagen wie ich die DIP finde und entferne ?
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Old 04/14/2012, 08:16   #6824
 
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brauche helfe und die source wegen 2d radar

und suche always crosshair source

Danke

mfg Crytec'
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Old 04/14/2012, 11:12   #6825
 
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Quote:
Originally Posted by lutschuis View Post
Kann mir jemand sagen wie ich die DIP finde und entferne ?
STRG+F (DrawIndexedPrimitve)
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