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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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Geht so
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05/04/2012, 16:22
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#7021
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elite*gold: 0
Join Date: Jan 2011
Posts: 89
Received Thanks: 4
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Quote:
Originally Posted by GraFixPL
Search NoReload, NoDelay and Adrees (NoReload, NoDelay)
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Please don't post 2 times...
Edit with code soon
No Delay by xKarraKa
Code:
if (x_NoDelay ==1)
{
if(GetAsyncKeyState(VK_LBUTTON) &0x8000)
{
*(DWORD*)(xPlayer+OFS_NODELAY) = -1;
}
}
#define OFS_NODELAY 0x103F8
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05/04/2012, 17:10
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#7022
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elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
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Ich wollte fragen ob mein Stamina Source Code so in Inline Asm funktionieren würde.
Code:
if (CH_Stamina)
{
__asm
{
MOV EAX, ADR_STAMINA1 // Stamina1 Adresse
MOV EAX, 1000 // Wert 1000
ADD EAX, 4 // Stamina1 + 4 => Stamina2
MOV EAX, 1000 // Wert 1000
ADD EAX, 4 // Stamina2 + 4 => Stamina3
MOV EAX, 0 // Wert 0
ADD EAX, 4 // Stamina3 + 4 => Stamina4
MOV EAX, 0 // Wert 0
ADD EAX, 4 // Stamina4 + 4 => Stamina5
MOV EAX, 0 // Wert 0
}
}
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05/04/2012, 17:16
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#7023
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elite*gold: 0
Join Date: Oct 2011
Posts: 39
Received Thanks: 14
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Search NoReload
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05/04/2012, 17:20
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#7024
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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 nicki240
Please don't post 2 times...
Edit with code soon
No Delay by xKarraKa
Code:
if (x_NoDelay ==1)
{
if(GetAsyncKeyState(VK_LBUTTON) &0x8000)
{
*(DWORD*)(xPlayer+OFS_NODELAY) = -1;
}
}
#define OFS_NODELAY 0x103F8
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Credits stimmen nicht so. xKarraKa hat im Jahre 2010 aufgehört zu coden. No Delay in Memory gab es nach meinem Wissen erst später.
Credits: __underScore
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05/04/2012, 18:03
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#7025
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elite*gold: 14
Join Date: Nov 2011
Posts: 139
Received Thanks: 170
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Quote:
Originally Posted by _BuRn3R_
Ich wollte fragen ob mein Stamina Source Code so in Inline Asm funktionieren würde.
Code:
if (CH_Stamina)
{
__asm
{
MOV EAX, ADR_STAMINA1 // Stamina1 Adresse
MOV EAX, 1000 // Wert 1000
ADD EAX, 4 // Stamina1 + 4 => Stamina2
MOV EAX, 1000 // Wert 1000
ADD EAX, 4 // Stamina2 + 4 => Stamina3
MOV EAX, 0 // Wert 0
ADD EAX, 4 // Stamina3 + 4 => Stamina4
MOV EAX, 0 // Wert 0
ADD EAX, 4 // Stamina4 + 4 => Stamina5
MOV EAX, 0 // Wert 0
}
}
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Also nein das ist falsch.
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05/04/2012, 18:46
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#7026
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elite*gold: 15
Join Date: Nov 2011
Posts: 556
Received Thanks: 1,002
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Quote:
Originally Posted by _BuRn3R_
Credits stimmen nicht so. xKarraKa hat im Jahre 2010 aufgehört zu coden. No Delay in Memory gab es nach meinem Wissen erst später.
Credits: __underScore
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Abgesehen davon, das die Source zu schwierigen Programm Fehlern führen kann, weil alle Flags ausnahmlos beschrieben werden oder sowas..
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05/04/2012, 20:04
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#7027
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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 xBioK1ngz
Abgesehen davon, das die Source zu schwierigen Programm Fehlern führen kann, weil alle Flags ausnahmlos beschrieben werden oder sowas..
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Eigentlich reicht auch "flag |= (1 << bit)" oder etwas vergleichbares. Ich glaube, es handelt sich hier um das 10. Bit...
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05/05/2012, 10:04
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#7028
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elite*gold: 0
Join Date: Jan 2011
Posts: 89
Received Thanks: 4
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Quote:
Originally Posted by _BuRn3R_
Credits stimmen nicht so. xKarraKa hat im Jahre 2010 aufgehört zu coden. No Delay in Memory gab es nach meinem Wissen erst später.
Credits: __underScore
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okay dann eben so sorry
Ich hab xKarraKa angegeben , weil ich es aus seiner Base entnommen haben und dort keine credits angegeben waren ...
Kann mir jemand sagen wie ich mein Hash Undetected bekomme ?
thx 4 help
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05/05/2012, 22:40
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#7029
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elite*gold: 0
Join Date: May 2011
Posts: 219
Received Thanks: 103
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Hier mein NoMenu Source, einiges ist falsch oder funktioniert nicht mehr.
Code:
#include <stdio.h>
#include <windows.h>
//===================================================
//============== GigaByte AddieLogger ===============
//===================================================
//===================================================
//==================== Pointers =====================
//===================================================
#define ADR_PLAYERPOINTER 0x00A027C8
#define ADR_SERVERPOINTER 0x00A02764
#define ADR_VIEWANGEL 0x00A02310
#define ADR_WEAPONPOINTER 0x008C679C
#define ADR_USERPOINTER 0x00A02764
#define ADR_DEVICEPOINTER 0x00862594
#define ADR_BASEPOINTER 0x00A58A00
#define ADR_REMOTEPOINTER 0x00B208E0
#define ADR_STATEPOINTER 0x00A027F0
#define ADR_ROOMPOINTER 0x00A031B4
#define ADR_HEALTHPOINTER 0x0031FB8
#define ADR_USERBASE 0x00A03594
#define ADR_MATRIXPOINTER 0x00992650
#define ADR_MySize 0x0011B800
#define OFS_LocalSize 0x0016104
#define OFS_GlobalSize 0x001CF8
#define OFS_StartRoomSize 0x00A8
#define OFS_ReadyRoomSize 0x008E0
//===================================================
//======================= ADR =======================
//===================================================
#define ADR_ImDrunk 0x00A026D0
#define ADR_WalkSpeed 0x008658D8
#define ADR_RollSpeed 0x00865700
#define ADR_SprintSpeed 0x00865700
#define ADR_NoBounds1 0x000//Not Logged
#define ADR_NoBounds2 0x000//Not Logged
#define ADR_NoSpawn1 0x00B2FF38
#define ADR_NoSpawn2 0x00B3DF40
#define ADR_ProneCQC 0x008C6860
#define ADR_Stamina1 0x008361E8
#define ADR_Stamina2 0x008361EC
#define ADR_Stamina3 0x008361F0
#define ADR_Stamina4 0x008361F4
#define ADR_Stamina5 0x008361F8
#define ADR_StaminaRefill 0x0098CF68
#define ADR_NoWater1 0x00A09958
#define ADR_NoWater2 0x00A0995C
#define ADR_VirtualJump 0x00835E54
#define ADR_AntiAFK 0x00B2F830
#define ADR_BreakLimit 0x008654D0
#define ADR_RadarHideMe 0x00A0998C
#define ADR_ChangeRoll 0x00836084
#define ADR_DeathCam 0x00B37760
#define ADR_ImExplosion 0x008656B8
#define ADR_SuperExplosion 0x00865F70
#define ADR_HighMode 0x008659A8
#define ADR_LadderQuickly 0x008658A0
#define ADR_DeadSpinner 0x008C2E6C
#define ADR_AmmoMedicDistance 0x00866538
#define ADR_Crosshair 0x00A07168
#define ADR_AccuracyAs 0x00A071E4
#define ADR_DistanceGunPlayer 0x000//NotLogged
#define ADR_WeaponStateReload 0x000//NotLogged
//===================================================
//======================= OFS =======================
//===================================================
#define OFS_Nade 0x0010100
#define OFS_Slot1 0x001021B8
#define OFS_Slot2 0x001021B9
#define OFS_Slot3 0x001021BA
#define OFS_Slot4 0x001021BB
#define OFS_Slot5 0x001021BC
#define OFS_Slot6 0x001021BD
#define OFS_Slot7 0x001021BE
#define OFS_Slot8 0x001021BF
#define OFS_NoRecoil1 0x00C43C
#define OFS_NoRecoil2 0x00C440
#define OFS_NoRecoil3 0x00C444
#define OFS_Level 0x0011A298
#define OFS_Dinar 0x0011A2A8
#define OFS_NFD 0x00102D4
#define OFS_X 0x00102EC
#define OFS_Y 0x00102FC
#define OFS_Z 0x00102F4
#define OFS_Prem 0x0058C
#define OFS_Prem2 0x00590
#define OFS_Weapon1 0x00101D8
#define OFS_Weapon2 0x00101DA
#define OFS_Weapon3 0x00101DC
#define OFS_ViewX 0x00101C0
#define OFS_ViewY 0x00101C4
#define OFS_ViewZ 0x00101C8
#define OFS_Yaw 0x00101B0
#define OFS_Pitch 0x0010194
#define OFS_PlayerState 0x00C4B8
#define OFS_GravityX 0x00C4A4
#define OFS_GravityY 0x00C4A8
#define OFS_GravityZ 0x00C4AC
#define OFS_RoomMaster 0x0011B800
#define OFS_NoSpread 0x00100FC
#define OFS_Speed 0x00100F8
#define OFS_3DView 0x001018C
#define OFS_Invisible 0x0011A2BC
#define OFS_ImMaster 0x00FD160
#define OFS_Map 0x00FCD14
#define OFS_NoSwitch 0x00103F5
#define OFS_NoReload 0x00103F5
#define OFS_ZeroDelay 0x00103F8
//===================================================
//==================== Ambient ======================
//===================================================
#define ADR_NearFog 0x00A0996C
#define ADR_FarFog 0x00A09970
#define ADR_GlassWalls 0x00A02400
#define ADR_FullBright1 0x00A03440
#define ADR_FullBright2 0x00A03444
#define ADR_FullBright3 0x00A03444
//===================================================
//=================== Fast Hacks ====================
//===================================================
#define ADR_FastAmmo 0x00A07144
#define ADR_FastHealth 0x00A0714C
#define ADR_FastRepair 0x00A0714C
#define ADR_FastFlag 0x00A07154
#define ADR_FastLockOn 0x00A02380
//===================================================
//==================== Weapon =======================
//===================================================
#define ADR_HideWeapon 0x008BE788
#define ADR_WeaponShot1 0x00A02818
#define ADR_WeaponShot2 0x00A02838
#define ADR_SuperNoSpread 0x008655C0
#define ADR_Scope 0x008C686C
#define ADR_ScopeSize 0x008C6874
#define ADR_ColorShot1 0x00A03440
#define ADR_ColorShot2 0x00A03444
#define ADR_ColorShot3 0x00A03448
#define ADR_NoWeaponGravity 0x00865528
//===================================================
//======================== PX =======================
//===================================================
#define ADR_SniperPX 0x00A0236C
#define ADR_AssaultPX 0x00A0236E
#define ADR_BandagePX 0x00A02370
#define ADR_ExtraAmmo1 0x00A0236A
#define ADR_ExtraAmmo2 0x00A0236B
//===================================================
//==================== Vehicle ======================
//===================================================
#define ADR_BigCarName 0x00865720
#define ADR_CrazyCar 0x00865400
//===================================================
//======================= D3D =======================
//===================================================
#define ADR_D3DName 0x00A593C4
#define ADR_D3DIP 0x00A590D8
#define ADR_D3DHP 0x00A581F4
//===================================================
//====================== Account ====================
//===================================================
#define ADR_UserName 0x009C4
#define ADR_Health 0x001B94
#define ADR_Team 0x001CDC
#define ADR_Points 0x001018
#define ADR_Ping 0x006BC
//===================================================
//=================== WeaponBinder ==================
//===================================================
#define ADR_WeaponBase 0x00//NotLogged
#define OFS_SlotBase 0x00101018
#define OFS_ClassBase 0x00A5A5A0
#define OFS_PlayerSlot 0x0011B804
//===================================================
//====================== Memory =====================
//===================================================
#define MEM_BoneShot 0x00866540
#define MEM_WTW 0x00835E20
#define MEM_STW 0x00833064
#define MEM_WUW 0x00A0995C
#define MEM_WTH 0x00830D3C
#define MEM_QuickPlant 0x00A02354
#define MEM_QuickDefuse 0x00A02354
#define MEM_UnlimitedAmmo 0x00A02740
#define MEM_PlantAnyWhere 0x00A024BA
#define MEM_DefuseAnyWhere 0x000//NotLogged
#define MEM_Artillery 0x00865640
#define MEM_AutoMedic 0x00866538
#define MEM_AutoAmmo 0x00866538
#define MEM_AutoRepair 0x00A0235A
#define MEM_SilentWalk 0x00B2F85C
#define MEM_SilentReload 0x00B2F85C
//===================================================
//======================== ASM ======================
//===================================================
#define ASM_QuickPlant 0x004D7DC8
#define ASM_QuickDefuse 0x0043629F
#define ASM_Bullets 0x004D9087
#define ASM_NoReload 0x00585276
#define ASM_WTW 0x0071ABE2
#define ASM_STW 0x005DED10
#define ASM_CRCPatch 0x00417FD3
#define ASM_BackToLobby 0x004AF129
#define ASM_AlwaysCross 0x0052AD86
#define ASM_EngineText 0x00401073
#define ASM_MessageBox 0x00418B8B
#define ASM_UnlimitedAmmo 0x004DD04E
#define ASM_SwitchTime 0x004DF666
#define ASM_OPK 0x00407F86
#define ASM_AutoStart 0x00511A2D
#define ASM_SuperCarSound 0x00422115
float posiX;
float posiY;
float posiZ;
DWORD ammo;
DWORD *ingame= (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame= (DWORD*)ADR_SERVERPOINTER;
void MemCrossHair()
{
*(BYTE*)ADR_Crosshair = 0x22;
}
void freezon ()
{
if(GetAsyncKeyState(VK_F5) &1<< 0xF)
{
*(float*)(ADR_WalkSpeed) = 0.0f;
}
}
void freezoff ()
{
if(GetAsyncKeyState(VK_F6) &1<< 0xF)
{
*(float*)(ADR_WalkSpeed) = 97.0f;
}
}
void CHProne()
{
if(ADR_PLAYERPOINTER != 0 && ADR_SERVERPOINTER != 0)
{
if (GetAsyncKeyState('C'))
{
*(float*)ADR_ProneCQC =2;
}
}
}
void autoammo()
{
if(GetAsyncKeyState(VK_F11) &1)
{
DWORD dwProtect;
const BYTE nop[6] = {0x90,0x90,0x90,0x90,0x90,0x90};
VirtualProtect((void*)(MEM_AutoAmmo), 6, PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)MEM_AutoAmmo, &nop, 6);
VirtualProtect((void*)(MEM_AutoAmmo), 6, dwProtect, NULL);
}
}
void stamina ()
{
*(float*)ADR_Stamina1 = 1000;
*(double*)ADR_Stamina2 = 1000;
*(double*)ADR_Stamina3 = 0;
*(float*)ADR_Stamina4 = 0;
}
void automedic()
{
if(GetAsyncKeyState(VK_F12) &1)
{
DWORD dwProtect;
const BYTE nop[6] = {0x90,0x90,0x90,0x90,0x90,0x90};
VirtualProtect((void*)(MEM_AutoMedic), 6, PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)MEM_AutoMedic, &nop, 6);
VirtualProtect((void*)(MEM_AutoMedic), 6, dwProtect, NULL);
}
}
void unlammo()
{
if (GetAsyncKeyState(VK_NUMPAD1) &1)
{
ammo = *(int*)MEM_UnlimitedAmmo;
}
}
void unlammooff()
{
if(GetAsyncKeyState(VK_NUMPAD2) &1)
{
*(int*)MEM_UnlimitedAmmo = 0;
}
}
void Bandage()
{
*(BYTE*)ADR_BandagePX =0x1;
}
void AssaultClip()
{
*(BYTE*)ADR_AssaultPX=0x1;
}
void Sniperclip()
{
*(BYTE*)ADR_SniperPX=0x1;
}
void Antiafkkick()
{
*(int*)ADR_AntiAFK = 1;
}
void Stw()
{
if(GetAsyncKeyState(VK_F12)&1)
{
*(float*)(MEM_STW)=78.6f;
}else
{
*(float*)(MEM_STW)=0.0f;
}
}
void Wtw()
{
if(GetAsyncKeyState(VK_F11)&1)
{
*(float*)(MEM_WTW)=-99.0f;
}else
{
*(float*)(MEM_WTW)=6.0f;
}
}
void Scope()
{
if(GetAsyncKeyState(VK_RBUTTON))
{
*(int*)(ADR_Scope) = (int) 1;
}
else
{
*(int*)(ADR_Scope) = (int) 5;
}
}
void Level ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Level) = 999999999;
}
}
void fullbright ()
{
*(int*)(ADR_FullBright1) = 1092779973;
*(int*)(ADR_FullBright2) = 1092779973;
*(int*)(ADR_FullBright3) = 1092779973;
}
void Dinar ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Dinar) = 999999999;
}
}
void Teleport()
{
if(GetAsyncKeyState(VK_F9))
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
posiX = *(float*)(dwPlayerPtr+OFS_X);
posiY = *(float*)(dwPlayerPtr+OFS_Y);
posiZ = *(float*)(dwPlayerPtr+OFS_Z);
}}
if (GetAsyncKeyState(VK_F10))
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}}}
void Dig()
{
if(GetAsyncKeyState(VK_MENU)&1)
{
DWORD dwPlayerPtr = *(DWORD*) ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*) (dwPlayerPtr + OFS_Z) = -1000;
}}}
void Glasswalls()
{
if(GetAsyncKeyState(VK_F2))
{
*(int*)ADR_GlassWalls = 4;
}
}
void Glasswalls2()
{
if(GetAsyncKeyState(VK_F3))
{
*(int*)ADR_GlassWalls = 0;
}
}
void Superjump()
{
if(GetAsyncKeyState(VK_CONTROL))
{
DWORD PlP = *(DWORD*)ADR_PLAYERPOINTER;
if(PlP != 0)
{
*(float*)(PlP+OFS_Z) = 3000;
}
}
}
void NoWater ()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NoWater1, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoWater1, &t , sizeof(t));
VirtualProtect((void*)ADR_NoWater1, sizeof(t), Protection, 0);
}
void NoWater2()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NoWater2, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoWater2, &t , sizeof(t));
VirtualProtect((void*)ADR_NoWater2, sizeof(t), Protection, 0);
}
void NoFog()
{
DWORD dwPlayerPtr = *(DWORD*) ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*) ADR_FarFog = 1166127104;
*(float*) ADR_NearFog = 0;
}}
void GoldPremium()
{
DWORD dwSrvrPtr = *(DWORD*) ADR_SERVERPOINTER;
if(dwSrvrPtr != 0)
{
*(long*)(dwSrvrPtr + OFS_Prem) = 3, 10;
{
*(float*)(dwSrvrPtr + OFS_Prem2) = 1, 1;
}}}
void nobounds ()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NoBounds1, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoBounds1, &t , sizeof(t));
VirtualProtect((void*)ADR_NoBounds1, sizeof(t), Protection, 0);
VirtualProtect((void*)ADR_NoBounds2, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoBounds2, &t , sizeof(t));
VirtualProtect((void*)ADR_NoBounds2, sizeof(t), Protection, 0);
}
void FastAll ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)ADR_FastHealth = 5.0f;
*(float*)ADR_FastAmmo = 5.0f;
*(float*)ADR_FastFlag = 0.0001f;
*(float*)ADR_FastRepair = 10.0f;
}}
void ExtraAmmo ()
{
*(int*)(ADR_ExtraAmmo1 ) = 1;
}
void ExtraAmmo2 ()
{
*(int*)(ADR_ExtraAmmo1 ) = 1;
}
void Slots5 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot5) = 1;
}
}
void Slots6 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot6) = 2;
}
}
void Slots7 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot7) = 3;
}
}
void Slots8 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot8) = 3;
}
}
void SuperNoSpread()
{
if(GetAsyncKeyState(VK_LBUTTON))
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(double*) ADR_SuperNoSpread = 0;
}}}
void norecoil ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NoRecoil1) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil2) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil3) = 0;
}
}
void NFD()
{
DWORD dwPlP = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlP != 0)
{
*(float*)(dwPlP+OFS_NFD) = -25000;
}
}
void NoSpawn (){
*(double*)ADR_NoSpawn1 = 0;
*(double*)ADR_NoSpawn2 = 0;
}
void speedoff ()
{
if(GetAsyncKeyState(VK_NUMPAD0) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 100.0f;
}
}
void speedon1 ()
{
if(GetAsyncKeyState(VK_NUMPAD1) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 200.0f;
}
}
void speedon2 ()
{
if(GetAsyncKeyState(VK_NUMPAD2) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 300.0f;
}
}
void speedon3 ()
{
if(GetAsyncKeyState(VK_NUMPAD3) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 400.0f;
}
}
void speedon4 ()
{
if(GetAsyncKeyState(VK_NUMPAD4) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 500.0f;
}
}
void speedon5 ()
{
if(GetAsyncKeyState(VK_NUMPAD5) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 600.0f;
}
}
void speedon6 ()
{
if(GetAsyncKeyState(VK_NUMPAD6) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 700.0f;
}
}
void speedon7 ()
{
if(GetAsyncKeyState(VK_NUMPAD7) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 800.0f;
}
}
void speedon8 ()
{
if(GetAsyncKeyState(VK_NUMPAD8) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 900.0f;
}
}
void speedon9 ()
{
if(GetAsyncKeyState(VK_NUMPAD9) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 2000.0f;
}
}
void Hacks()
{
for(;; )
{
Superjump();
NFD();
NoSpawn();
SuperNoSpread();
norecoil ();
Slots5 ();
Slots6 ();
Slots7 ();
Slots8 ();
FastAll();
nobounds();
GoldPremium();
NoWater ();
NoWater2();
NoFog();
speedoff();
speedon1();
speedon2();
speedon3();
speedon4();
speedon5();
speedon6();
speedon7();
speedon8();
speedon9();
Glasswalls();
Glasswalls2();
Teleport();
Dig();
Level();
fullbright();
Dinar();
Scope();
Stw();
Wtw();
Antiafkkick();
Bandage();
AssaultClip();
Sniperclip();
unlammo();
unlammooff();
automedic();
stamina();
autoammo();
MemCrossHair();
freezon();
freezoff();
Sleep(20);
}
}
BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
{
ShellExecuteA(NULL,"Credits","animus7",NULL,NULL,1);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Hacks , 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}
|
|
|
05/05/2012, 22:50
|
#7030
|
elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
|
Quote:
Originally Posted by animus7
Hier mein NoMenu Source, einiges ist falsch oder funktioniert nicht mehr.
Code:
#include <stdio.h>
#include <windows.h>
//===================================================
//============== GigaByte AddieLogger ===============
//===================================================
//===================================================
//==================== Pointers =====================
//===================================================
#define ADR_PLAYERPOINTER 0x00A027C8
#define ADR_SERVERPOINTER 0x00A02764
#define ADR_VIEWANGEL 0x00A02310
#define ADR_WEAPONPOINTER 0x008C679C
#define ADR_USERPOINTER 0x00A02764
#define ADR_DEVICEPOINTER 0x00862594
#define ADR_BASEPOINTER 0x00A58A00
#define ADR_REMOTEPOINTER 0x00B208E0
#define ADR_STATEPOINTER 0x00A027F0
#define ADR_ROOMPOINTER 0x00A031B4
#define ADR_HEALTHPOINTER 0x0031FB8
#define ADR_USERBASE 0x00A03594
#define ADR_MATRIXPOINTER 0x00992650
#define ADR_MySize 0x0011B800
#define OFS_LocalSize 0x0016104
#define OFS_GlobalSize 0x001CF8
#define OFS_StartRoomSize 0x00A8
#define OFS_ReadyRoomSize 0x008E0
//===================================================
//======================= ADR =======================
//===================================================
#define ADR_ImDrunk 0x00A026D0
#define ADR_WalkSpeed 0x008658D8
#define ADR_RollSpeed 0x00865700
#define ADR_SprintSpeed 0x00865700
#define ADR_NoBounds1 0x000//Not Logged
#define ADR_NoBounds2 0x000//Not Logged
#define ADR_NoSpawn1 0x00B2FF38
#define ADR_NoSpawn2 0x00B3DF40
#define ADR_ProneCQC 0x008C6860
#define ADR_Stamina1 0x008361E8
#define ADR_Stamina2 0x008361EC
#define ADR_Stamina3 0x008361F0
#define ADR_Stamina4 0x008361F4
#define ADR_Stamina5 0x008361F8
#define ADR_StaminaRefill 0x0098CF68
#define ADR_NoWater1 0x00A09958
#define ADR_NoWater2 0x00A0995C
#define ADR_VirtualJump 0x00835E54
#define ADR_AntiAFK 0x00B2F830
#define ADR_BreakLimit 0x008654D0
#define ADR_RadarHideMe 0x00A0998C
#define ADR_ChangeRoll 0x00836084
#define ADR_DeathCam 0x00B37760
#define ADR_ImExplosion 0x008656B8
#define ADR_SuperExplosion 0x00865F70
#define ADR_HighMode 0x008659A8
#define ADR_LadderQuickly 0x008658A0
#define ADR_DeadSpinner 0x008C2E6C
#define ADR_AmmoMedicDistance 0x00866538
#define ADR_Crosshair 0x00A07168
#define ADR_AccuracyAs 0x00A071E4
#define ADR_DistanceGunPlayer 0x000//NotLogged
#define ADR_WeaponStateReload 0x000//NotLogged
//===================================================
//======================= OFS =======================
//===================================================
#define OFS_Nade 0x0010100
#define OFS_Slot1 0x001021B8
#define OFS_Slot2 0x001021B9
#define OFS_Slot3 0x001021BA
#define OFS_Slot4 0x001021BB
#define OFS_Slot5 0x001021BC
#define OFS_Slot6 0x001021BD
#define OFS_Slot7 0x001021BE
#define OFS_Slot8 0x001021BF
#define OFS_NoRecoil1 0x00C43C
#define OFS_NoRecoil2 0x00C440
#define OFS_NoRecoil3 0x00C444
#define OFS_Level 0x0011A298
#define OFS_Dinar 0x0011A2A8
#define OFS_NFD 0x00102D4
#define OFS_X 0x00102EC
#define OFS_Y 0x00102FC
#define OFS_Z 0x00102F4
#define OFS_Prem 0x0058C
#define OFS_Prem2 0x00590
#define OFS_Weapon1 0x00101D8
#define OFS_Weapon2 0x00101DA
#define OFS_Weapon3 0x00101DC
#define OFS_ViewX 0x00101C0
#define OFS_ViewY 0x00101C4
#define OFS_ViewZ 0x00101C8
#define OFS_Yaw 0x00101B0
#define OFS_Pitch 0x0010194
#define OFS_PlayerState 0x00C4B8
#define OFS_GravityX 0x00C4A4
#define OFS_GravityY 0x00C4A8
#define OFS_GravityZ 0x00C4AC
#define OFS_RoomMaster 0x0011B800
#define OFS_NoSpread 0x00100FC
#define OFS_Speed 0x00100F8
#define OFS_3DView 0x001018C
#define OFS_Invisible 0x0011A2BC
#define OFS_ImMaster 0x00FD160
#define OFS_Map 0x00FCD14
#define OFS_NoSwitch 0x00103F5
#define OFS_NoReload 0x00103F5
#define OFS_ZeroDelay 0x00103F8
//===================================================
//==================== Ambient ======================
//===================================================
#define ADR_NearFog 0x00A0996C
#define ADR_FarFog 0x00A09970
#define ADR_GlassWalls 0x00A02400
#define ADR_FullBright1 0x00A03440
#define ADR_FullBright2 0x00A03444
#define ADR_FullBright3 0x00A03444
//===================================================
//=================== Fast Hacks ====================
//===================================================
#define ADR_FastAmmo 0x00A07144
#define ADR_FastHealth 0x00A0714C
#define ADR_FastRepair 0x00A0714C
#define ADR_FastFlag 0x00A07154
#define ADR_FastLockOn 0x00A02380
//===================================================
//==================== Weapon =======================
//===================================================
#define ADR_HideWeapon 0x008BE788
#define ADR_WeaponShot1 0x00A02818
#define ADR_WeaponShot2 0x00A02838
#define ADR_SuperNoSpread 0x008655C0
#define ADR_Scope 0x008C686C
#define ADR_ScopeSize 0x008C6874
#define ADR_ColorShot1 0x00A03440
#define ADR_ColorShot2 0x00A03444
#define ADR_ColorShot3 0x00A03448
#define ADR_NoWeaponGravity 0x00865528
//===================================================
//======================== PX =======================
//===================================================
#define ADR_SniperPX 0x00A0236C
#define ADR_AssaultPX 0x00A0236E
#define ADR_BandagePX 0x00A02370
#define ADR_ExtraAmmo1 0x00A0236A
#define ADR_ExtraAmmo2 0x00A0236B
//===================================================
//==================== Vehicle ======================
//===================================================
#define ADR_BigCarName 0x00865720
#define ADR_CrazyCar 0x00865400
//===================================================
//======================= D3D =======================
//===================================================
#define ADR_D3DName 0x00A593C4
#define ADR_D3DIP 0x00A590D8
#define ADR_D3DHP 0x00A581F4
//===================================================
//====================== Account ====================
//===================================================
#define ADR_UserName 0x009C4
#define ADR_Health 0x001B94
#define ADR_Team 0x001CDC
#define ADR_Points 0x001018
#define ADR_Ping 0x006BC
//===================================================
//=================== WeaponBinder ==================
//===================================================
#define ADR_WeaponBase 0x00//NotLogged
#define OFS_SlotBase 0x00101018
#define OFS_ClassBase 0x00A5A5A0
#define OFS_PlayerSlot 0x0011B804
//===================================================
//====================== Memory =====================
//===================================================
#define MEM_BoneShot 0x00866540
#define MEM_WTW 0x00835E20
#define MEM_STW 0x00833064
#define MEM_WUW 0x00A0995C
#define MEM_WTH 0x00830D3C
#define MEM_QuickPlant 0x00A02354
#define MEM_QuickDefuse 0x00A02354
#define MEM_UnlimitedAmmo 0x00A02740
#define MEM_PlantAnyWhere 0x00A024BA
#define MEM_DefuseAnyWhere 0x000//NotLogged
#define MEM_Artillery 0x00865640
#define MEM_AutoMedic 0x00866538
#define MEM_AutoAmmo 0x00866538
#define MEM_AutoRepair 0x00A0235A
#define MEM_SilentWalk 0x00B2F85C
#define MEM_SilentReload 0x00B2F85C
//===================================================
//======================== ASM ======================
//===================================================
#define ASM_QuickPlant 0x004D7DC8
#define ASM_QuickDefuse 0x0043629F
#define ASM_Bullets 0x004D9087
#define ASM_NoReload 0x00585276
#define ASM_WTW 0x0071ABE2
#define ASM_STW 0x005DED10
#define ASM_CRCPatch 0x00417FD3
#define ASM_BackToLobby 0x004AF129
#define ASM_AlwaysCross 0x0052AD86
#define ASM_EngineText 0x00401073
#define ASM_MessageBox 0x00418B8B
#define ASM_UnlimitedAmmo 0x004DD04E
#define ASM_SwitchTime 0x004DF666
#define ASM_OPK 0x00407F86
#define ASM_AutoStart 0x00511A2D
#define ASM_SuperCarSound 0x00422115
float posiX;
float posiY;
float posiZ;
DWORD ammo;
DWORD *ingame= (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame= (DWORD*)ADR_SERVERPOINTER;
void MemCrossHair()
{
*(BYTE*)ADR_Crosshair = 0x22;
}
void freezon ()
{
if(GetAsyncKeyState(VK_F5) &1<< 0xF)
{
*(float*)(ADR_WalkSpeed) = 0.0f;
}
}
void freezoff ()
{
if(GetAsyncKeyState(VK_F6) &1<< 0xF)
{
*(float*)(ADR_WalkSpeed) = 97.0f;
}
}
void CHProne()
{
if(ADR_PLAYERPOINTER != 0 && ADR_SERVERPOINTER != 0)
{
if (GetAsyncKeyState('C'))
{
*(float*)ADR_ProneCQC =2;
}
}
}
void autoammo()
{
if(GetAsyncKeyState(VK_F11) &1)
{
DWORD dwProtect;
const BYTE nop[6] = {0x90,0x90,0x90,0x90,0x90,0x90};
VirtualProtect((void*)(MEM_AutoAmmo), 6, PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)MEM_AutoAmmo, &nop, 6);
VirtualProtect((void*)(MEM_AutoAmmo), 6, dwProtect, NULL);
}
}
void stamina ()
{
*(float*)ADR_Stamina1 = 1000;
*(double*)ADR_Stamina2 = 1000;
*(double*)ADR_Stamina3 = 0;
*(float*)ADR_Stamina4 = 0;
}
void automedic()
{
if(GetAsyncKeyState(VK_F12) &1)
{
DWORD dwProtect;
const BYTE nop[6] = {0x90,0x90,0x90,0x90,0x90,0x90};
VirtualProtect((void*)(MEM_AutoMedic), 6, PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)MEM_AutoMedic, &nop, 6);
VirtualProtect((void*)(MEM_AutoMedic), 6, dwProtect, NULL);
}
}
void unlammo()
{
if (GetAsyncKeyState(VK_NUMPAD1) &1)
{
ammo = *(int*)MEM_UnlimitedAmmo;
}
}
void unlammooff()
{
if(GetAsyncKeyState(VK_NUMPAD2) &1)
{
*(int*)MEM_UnlimitedAmmo = 0;
}
}
void Bandage()
{
*(BYTE*)ADR_BandagePX =0x1;
}
void AssaultClip()
{
*(BYTE*)ADR_AssaultPX=0x1;
}
void Sniperclip()
{
*(BYTE*)ADR_SniperPX=0x1;
}
void Antiafkkick()
{
*(int*)ADR_AntiAFK = 1;
}
void Stw()
{
if(GetAsyncKeyState(VK_F12)&1)
{
*(float*)(MEM_STW)=78.6f;
}else
{
*(float*)(MEM_STW)=0.0f;
}
}
void Wtw()
{
if(GetAsyncKeyState(VK_F11)&1)
{
*(float*)(MEM_WTW)=-99.0f;
}else
{
*(float*)(MEM_WTW)=6.0f;
}
}
void Scope()
{
if(GetAsyncKeyState(VK_RBUTTON))
{
*(int*)(ADR_Scope) = (int) 1;
}
else
{
*(int*)(ADR_Scope) = (int) 5;
}
}
void Level ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Level) = 999999999;
}
}
void fullbright ()
{
*(int*)(ADR_FullBright1) = 1092779973;
*(int*)(ADR_FullBright2) = 1092779973;
*(int*)(ADR_FullBright3) = 1092779973;
}
void Dinar ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Dinar) = 999999999;
}
}
void Teleport()
{
if(GetAsyncKeyState(VK_F9))
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
posiX = *(float*)(dwPlayerPtr+OFS_X);
posiY = *(float*)(dwPlayerPtr+OFS_Y);
posiZ = *(float*)(dwPlayerPtr+OFS_Z);
}}
if (GetAsyncKeyState(VK_F10))
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}}}
void Dig()
{
if(GetAsyncKeyState(VK_MENU)&1)
{
DWORD dwPlayerPtr = *(DWORD*) ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*) (dwPlayerPtr + OFS_Z) = -1000;
}}}
void Glasswalls()
{
if(GetAsyncKeyState(VK_F2))
{
*(int*)ADR_GlassWalls = 4;
}
}
void Glasswalls2()
{
if(GetAsyncKeyState(VK_F3))
{
*(int*)ADR_GlassWalls = 0;
}
}
void Superjump()
{
if(GetAsyncKeyState(VK_CONTROL))
{
DWORD PlP = *(DWORD*)ADR_PLAYERPOINTER;
if(PlP != 0)
{
*(float*)(PlP+OFS_Z) = 3000;
}
}
}
void NoWater ()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NoWater1, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoWater1, &t , sizeof(t));
VirtualProtect((void*)ADR_NoWater1, sizeof(t), Protection, 0);
}
void NoWater2()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NoWater2, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoWater2, &t , sizeof(t));
VirtualProtect((void*)ADR_NoWater2, sizeof(t), Protection, 0);
}
void NoFog()
{
DWORD dwPlayerPtr = *(DWORD*) ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*) ADR_FarFog = 1166127104;
*(float*) ADR_NearFog = 0;
}}
void GoldPremium()
{
DWORD dwSrvrPtr = *(DWORD*) ADR_SERVERPOINTER;
if(dwSrvrPtr != 0)
{
*(long*)(dwSrvrPtr + OFS_Prem) = 3, 10;
{
*(float*)(dwSrvrPtr + OFS_Prem2) = 1, 1;
}}}
void nobounds ()
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)ADR_NoBounds1, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoBounds1, &t , sizeof(t));
VirtualProtect((void*)ADR_NoBounds1, sizeof(t), Protection, 0);
VirtualProtect((void*)ADR_NoBounds2, sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)ADR_NoBounds2, &t , sizeof(t));
VirtualProtect((void*)ADR_NoBounds2, sizeof(t), Protection, 0);
}
void FastAll ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)ADR_FastHealth = 5.0f;
*(float*)ADR_FastAmmo = 5.0f;
*(float*)ADR_FastFlag = 0.0001f;
*(float*)ADR_FastRepair = 10.0f;
}}
void ExtraAmmo ()
{
*(int*)(ADR_ExtraAmmo1 ) = 1;
}
void ExtraAmmo2 ()
{
*(int*)(ADR_ExtraAmmo1 ) = 1;
}
void Slots5 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot5) = 1;
}
}
void Slots6 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot6) = 2;
}
}
void Slots7 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot7) = 3;
}
}
void Slots8 ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+OFS_Slot8) = 3;
}
}
void SuperNoSpread()
{
if(GetAsyncKeyState(VK_LBUTTON))
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(double*) ADR_SuperNoSpread = 0;
}}}
void norecoil ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NoRecoil1) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil2) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil3) = 0;
}
}
void NFD()
{
DWORD dwPlP = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlP != 0)
{
*(float*)(dwPlP+OFS_NFD) = -25000;
}
}
void NoSpawn (){
*(double*)ADR_NoSpawn1 = 0;
*(double*)ADR_NoSpawn2 = 0;
}
void speedoff ()
{
if(GetAsyncKeyState(VK_NUMPAD0) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 100.0f;
}
}
void speedon1 ()
{
if(GetAsyncKeyState(VK_NUMPAD1) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 200.0f;
}
}
void speedon2 ()
{
if(GetAsyncKeyState(VK_NUMPAD2) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 300.0f;
}
}
void speedon3 ()
{
if(GetAsyncKeyState(VK_NUMPAD3) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 400.0f;
}
}
void speedon4 ()
{
if(GetAsyncKeyState(VK_NUMPAD4) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 500.0f;
}
}
void speedon5 ()
{
if(GetAsyncKeyState(VK_NUMPAD5) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 600.0f;
}
}
void speedon6 ()
{
if(GetAsyncKeyState(VK_NUMPAD6) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 700.0f;
}
}
void speedon7 ()
{
if(GetAsyncKeyState(VK_NUMPAD7) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 800.0f;
}
}
void speedon8 ()
{
if(GetAsyncKeyState(VK_NUMPAD8) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 900.0f;
}
}
void speedon9 ()
{
if(GetAsyncKeyState(VK_NUMPAD9) &1<< 0xF)
{
*(double*)(ADR_WalkSpeed) = 2000.0f;
}
}
void Hacks()
{
for(;; )
{
Superjump();
NFD();
NoSpawn();
SuperNoSpread();
norecoil ();
Slots5 ();
Slots6 ();
Slots7 ();
Slots8 ();
FastAll();
nobounds();
GoldPremium();
NoWater ();
NoWater2();
NoFog();
speedoff();
speedon1();
speedon2();
speedon3();
speedon4();
speedon5();
speedon6();
speedon7();
speedon8();
speedon9();
Glasswalls();
Glasswalls2();
Teleport();
Dig();
Level();
fullbright();
Dinar();
Scope();
Stw();
Wtw();
Antiafkkick();
Bandage();
AssaultClip();
Sniperclip();
unlammo();
unlammooff();
automedic();
stamina();
autoammo();
MemCrossHair();
freezon();
freezoff();
Sleep(20);
}
}
BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
{
ShellExecuteA(NULL,"Credits","animus7",NULL,NULL,1);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Hacks , 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}
|
Du benutzt zum teil falsche Datentypen & Values. Addys schau ich mir nicht an, von public addys muss man nicht viel erwarten.
|
|
|
05/05/2012, 23:51
|
#7031
|
elite*gold: 0
Join Date: Jan 2012
Posts: 438
Received Thanks: 511
|
Quote:
Originally Posted by _BuRn3R_
Du benutzt zum teil falsche Datentypen & Values. Addys schau ich mir nicht an, von public addys muss man nicht viel erwarten.
|
Burner jetzt reichts aber.
Du stellst die anderen Leute immer als nichtskönner dar. [habe ich nun schon länger beobachtet.]
Ich darf dich dann mal an deine "Close WarRock" bzw CQC Prone funktion erinnnern, hah'?
Anti:
GlobalSize 1CF8
|
|
|
05/06/2012, 00:00
|
#7032
|
elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
|
Quote:
Originally Posted by Chown¡¡qhtz
Burner jetzt reichts aber.
Du stellst die anderen Leute immer als nichtskönner dar. [habe ich nun schon länger beobachtet.]
Ich darf dich dann mal an deine "Close WarRock" bzw CQC Prone funktion erinnnern, hah'?
Anti:
GlobalSize 1CF8
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Hm.. tuh ich das wirklich? ô.ô Zum CQC Prone Code xD ich hab doch nur ne Abfrage gemacht.
Und der ExitWR Code war wirklich fa!l.
Anti:
if (CH_FastLockOn)
{
__asm
{
mov dword ptr ds:[ADR_FASTLOCKON], 0
}
}
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05/06/2012, 17:50
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#7033
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elite*gold: 15
Join Date: Apr 2012
Posts: 1,079
Received Thanks: 302
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so brauche autostart+auto rady und villeicht wenn jemand nett ist auto 9 wins
users\husam\desktop\beste base 2012\added chams\elextro d3d\elextro d3d\Hacks.h(1281) : error C2601: 'OPKThread': Lokale Funktionsdefinitionen sind unzulässig
1> c:\users\husam\desktop\beste base 2012\added chams\elextro d3d\elextro d3d\Hacks.h(131): Diese Zeile enthält eine '{', die keine Entsprechung hat
1>.\Base.cpp(1369) : error C3861: "OPKThread": Bezeichner wurde nicht gefunden.
1>.\Base.cpp(1439) : error C2065: 'OPKThread': nichtdeklarierter Bezeichner
brauche da helfe
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05/06/2012, 19:04
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#7034
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elite*gold: 0
Join Date: Mar 2012
Posts: 194
Received Thanks: 311
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Credits to AeroMan!
i release it because king7 cracked my dll, and i don't want that he claims he coded it!
Adress
#define ADR_Event_News 0x0040EE07
Source
void EventNews(const char *Event)
{
DWORD dwEvent = ADR_Event_News;
__asm
{
push Event
call dwEvent
pop ecx
}
}
Preview
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05/06/2012, 19:14
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#7035
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
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[HELP] WarRock giving out "::INITIALIZE SUCCESS", "File Load Error"
Hey guys,
I need help with some code I came across. Maybe you do know a solution.
Code:
if(RegOpenKeyEx(HKEY_LOCAL_MACHINE, _T("SOFTWARE\\GamersFirst\\War Rock"), 0, KEY_QUERY_VALUE, &key) != ERROR_SUCCESS)
{
if(RegOpenKeyEx(HKEY_LOCAL_MACHINE, _T("SOFTWARE\\Wow6432Node\\GamersFirst\\War Rock"), 0, KEY_QUERY_VALUE, &key) != ERROR_SUCCESS)
{
MessageBox(NULL, _T("Error: project wrx requires War Rock to be installed."), _T("project wrx"), MB_OK | MB_ICONEXCLAMATION);
return -1;
}
}
if(RegQueryValueEx(key, _T("InstallDir"), nullptr, nullptr, reinterpret_cast<LPBYTE>(®_buffer), ®_value_size) != ERROR_SUCCESS)
{
MessageBox(NULL, _T("Error: Failed to read value from registry"), _T("project wrx"), MB_OK | MB_ICONEXCLAMATION);
return -1;
}
if(RegCloseKey(key) != ERROR_SUCCESS)
{
MessageBox(NULL, _T("Error: Failed to close registry key"), _T("project wrx"), MB_OK | MB_ICONEXCLAMATION);
return -1;
}
if((warrock_path = reg_buffer).size() == 0)
{
MessageBox(NULL, _T("Error: Cannot find warrock.exe"), _T("project wrx"), MB_OK | MB_ICONEXCLAMATION);
return -1;
}
if(WinExec(wrx::narrow_string(_T("\"") + warrock_path + _T("\\system\\warrock.exe\" 0 0 DEU")).c_str(), NULL) <= 31)
{
MessageBox(NULL, _T("Error: Failed to start warrock.exe"), _T("project wrx"), MB_OK | MB_ICONEXCLAMATION);
return -1;
}
warrock_path is from the type std::wstring.
wrx::narrow_string just converts from unicode to multibyte characters; it does work, I've tested it.
When running this code, warrock.exe starts, HackShield initializes but then this MessageBox pops up:
Any help on this is appreciated.
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