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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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07/07/2012, 19:16
#7396
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Frage: Habe nen Hack, mit einigen Funktionen und der braucht schon richtig CPU. Normal: 25 %, mit Hack 60 %. Ist das normal?
Liegt es an der Hack Loop? Oder an den Threads? Habe 4 Threads, und mein Sleep in den Hack Loops ist 4!
Wie kann ich machen, dass er weniger CPU verbraucht?
07/07/2012, 19:48
#7397
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Quote:
Originally Posted by
head12344
Frage: Habe nen Hack, mit einigen Funktionen und der braucht schon richtig CPU. Normal: 25 %, mit Hack 60 %. Ist das normal?
Liegt es an der Hack Loop? Oder an den Threads? Habe 4 Threads, und mein Sleep in den Hack Loops ist 4!
Wie kann ich machen, dass er weniger CPU verbraucht?
Versuch es mal mit 5, das ist mein Sleep... ansonsten hast du i-einen Fehler drinnen!
void HackLooP()
{
for (;
{
PlayerHacks();
ServerHacks();
Sleep(5);
}
}
Hast du I-welche Funktionen an? Wenn ja überprüfe mal diese... Das hab ich mal gestest, wenn du unter einer Funktion Sleep(200) Stehen hast dann frisst das CPU wie weiß gott... Maximal Sleep value ist meines erachtens 20 Ansonsten frisst es zu viel.
07/07/2012, 20:28
#7398
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Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
Quote:
Originally Posted by
head12344
Frage: Habe nen Hack, mit einigen Funktionen und der braucht schon richtig CPU. Normal: 25 %, mit Hack 60 %. Ist das normal?
Liegt es an der Hack Loop? Oder an den Threads? Habe 4 Threads, und mein Sleep in den Hack Loops ist 4!
Wie kann ich machen, dass er weniger CPU verbraucht?
Versuch es mal mit einem Sleep von 15 - 20.
07/07/2012, 20:35
#7399
elite*gold: 130
Join Date: Apr 2012
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Received Thanks: 153
Quote:
Originally Posted by
HighTekNologies
Versuch es mal mit 5, das ist mein Sleep... ansonsten hast du i-einen Fehler drinnen!
void HackLooP()
{
for (;
{
PlayerHacks();
ServerHacks();
Sleep(5);
}
}
Hast du I-welche Funktionen an? Wenn ja überprüfe mal diese... Das hab ich mal gestest, wenn du unter einer Funktion Sleep(200) Stehen hast dann frisst das CPU wie weiß gott... Maximal Sleep value ist meines erachtens 20 Ansonsten frisst es zu viel.
Frisst nicht unbedingt mehr CPU...
Das hält den Thread nur für 5 ms an (in diesem fall).
Also sleep(1000) würde den thread für 1 sekunde anhalten.
07/07/2012, 21:13
#7400
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Join Date: Nov 2011
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Code:
#define ADR_PLAYERPOINTER 0xA36398
#define OFS_VEHICLEPOINTER 0xC4BC
#define OFS_VEHICLENODELAY_1 0x2BC
#define OFS_VEHICLENODELAY_2 0x3B4
#define OFS_VEHICLENODELAY_3 0xA4
#define OFS_VEHICLENODELAY_4 0x100
#define OFS_VEHICLENODELAY_5 0x130
DWORD dwPlayerPointer = *(DWORD*)(ADR_PLAYERPOINTER);
DWORD dwVehiclePointer = (*(DWORD*)(dwPlayerPointer+OFS_VEHICLEPOINTER));
DWORD dwDelayPointer_1 = *(DWORD*)(dwVehiclePointer+OFS_VEHICLENODELAY_1);
DWORD dwDelayPointer_2 = *(DWORD*)(dwVehiclePointer+OFS_VEHICLENODELAY_2);
DWORD dwDelayPointer_3 = ( *(DWORD*)( dwDelayPointer_1 + OFS_VEHICLENODELAY_3 ) + ( dwDelayPointer_2 * 4 ) );
DWORD dwDelayPointer_4 = ( *(DWORD*)( dwDelayPointer_3 ) );
DWORD dwDelayPointer_5 = ( dwDelayPointer_4 + OFS_VEHICLENODELAY_4 );
*(DWORD*)(dwDelayPointer_5+OFS_VEHICLENODELAY_5) = 0;
[ Vehicle - No Delay ]
Ich weiß, der Code ist bischen OMFG .. aber er geht ;D
Credits. CyberRazzer
07/07/2012, 21:20
#7401
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Join Date: Jul 2012
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if(CH_WTW == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) +0.02);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) +0.02);}
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) -0.01);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) -0.01);}
}
07/07/2012, 21:27
#7402
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Join Date: Jun 2012
Posts: 17
Received Thanks: 1
Suche aktuelle E9Detour
Danke
Quote:
Originally Posted by
*DreamLegend*
if(CH_WTW == 1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) +0.02);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) +0.02);}
{*(float*)(dwPlayerPtr+OFS_Y) = (*(float*)(dwPlayerPtr+OFS_Y) -0.01);}
{*(float*)(dwPlayerPtr+OFS_X) = (*(float*)(dwPlayerPtr+OFS_X) -0.01);}
}
Danke für den Code
könnten Sie mir helfen den einzusetzten? Wenn es ihnen keine umstände macht...
07/07/2012, 21:33
#7403
elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
CPlayer Structs:
Code:
struct CPlayer
{
char BuRn3R1[50236];//0x00
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char BuRn3R2[72];//0xC448
BYTE Index;//0xC490
char BuRn3R3[15631];//0xC491
float Pitch;//0x101A0
char BuRn3R4[24];//0x101A4
float Yaw;//0x101BC
char BuRn3R5[12];//0x101C0
float ViewX;//0x101CC
float ViewY;//0x101D0
float ViewZ;//0x101D4
char BuRn3R6[108];//0x101D8
BYTE PlayerState;//0x10244
char BuRn3R7[179];//0x10245
float PosX;//0x102F8
char BuRn3R8[4];//0x102FC
float PosY;//0x102F0
char BuRn3R9[4];//0x102F4
float PosZ;//0x10300
};
Credits to me.
Greets, BuRn3R!
07/07/2012, 21:49
#7404
elite*gold: 0
Join Date: Mar 2012
Posts: 194
Received Thanks: 311
Quote:
Originally Posted by
_BuRn3R_
CPlayer Structs:
Code:
struct CPlayer
{
char BuRn3R1[50236];//0x00
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char BuRn3R2[72];//0xC448
BYTE Index;//0xC490
char BuRn3R3[15631];//0xC491
float Pitch;//0x101A0
char BuRn3R4[24];//0x101A4
float Yaw;//0x101BC
char BuRn3R5[12];//0x101C0
float ViewX;//0x101CC
float ViewY;//0x101D0
float ViewZ;//0x101D4
char BuRn3R6[108];//0x101D8
BYTE PlayerState;//0x10244
char BuRn3R7[179];//0x10245
float PosX;//0x102F8
char BuRn3R8[4];//0x102FC
float PosY;//0x102F0
char BuRn3R9[4];//0x102F4
float PosZ;//0x10300
};
Credits to me.
Greets, BuRn3R!
If you release it make sure you got everything updated and not some outdated in there, but since you probably use one of this "nub" struct loggers that everyone is leeching over and over again without understanding how it works, then yeh...
07/08/2012, 12:01
#7405
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Join Date: Jun 2012
Posts: 57
Received Thanks: 62
Code:
#define ADR_HSCALLBACK1 0x007907A
#define ADR_HSCALLBACK2 0x0009FA8
#define ADR_HSNNANOSCAN1 0x0096863
#define ADR_HSNNANOSCAN2 0x009457F
#define ADR_HS_CRCPATCH 0x00786DC
#define ADR_CRCPATCH 0x417E77
#define ADR_EHSVCJUMP2 0x005C19B4
BYTE NOPS [] = { 0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90 };
BYTE RETR [] = { 0x31,0x31,0x31,0x31,0x31,0x31,0x31,0x31 };
BYTE NANOSCAN1ON [2] = { 0x03,0xD2 };
BYTE NANOSCAN2ON [5] = { 0xB8,0x00,0x00,0x00,0x00 };
BYTE NANOSCAN1OFF [2] = { 0x03,0xC2 };
BYTE NANOSCAN2OFF [5] = { 0xE8,0xFE,0x17,0x00,0x00 };
INT BypassMain ( void )
{
BOOL Patched = FALSE;
BOOL Patch = TRUE;
DWORD dwHSModule = NULL;
do{
dwHSModule = (DWORD)GetModuleHandleA("ehsvc.dll");
Sleep(15);
}while(!dwHSModule);
for ( ; ; )
{
if(dwHSModule != 0 && Patched == FALSE && Patch == TRUE)
{
cTools->WriteMemory((PVOID)ADR_CRCPATCH,(LPVOID)NOPS,2);
cTools->WriteMemory((PVOID)ADR_EHSVCJUMP2,(LPVOID)"\xEB",1);
cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSCALLBACK1),(LPVOID)"\x74",1);
cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSCALLBACK2),(LPVOID)"\xC3",1);
cTools->WriteMemory((PVOID)(dwHSModule+ADR_HS_CRCPATCH),(LPVOID)"\xC2\x04\x00",3);
cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN1),(LPVOID)NANOSCAN1ON,2);
cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN2),(LPVOID)NANOSCAN2ON,5);
Sleep(4000);
cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN1),(LPVOID)NANOSCAN1OFF,2);
Patched = TRUE;
Patch = FALSE;
}
else
{
if(dwHSModule != 0 && Patched == TRUE && Patch == FALSE)
{
cTools->WriteMemory((PVOID)(dwHSModule+ADR_HSNANOSCAN2),(LPVOID)NANOSCAN2OFF,5);
Patched = FALSE;
Patch = TRUE;
}
}
Sleep(30);
}
return NULL;
}
Credits : BuBBLe!
07/08/2012, 13:00
#7406
elite*gold: 0
Join Date: May 2012
Posts: 67
Received Thanks: 70
was sind die Bytes für
EhsvcSelfCrC
Detection
NanoCheck1
NanoCheck2
NanoCheck3
HSAntiCrash
Asm Detection
?
07/08/2012, 14:04
#7407
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Join Date: Jul 2011
Posts: 3,812
Received Thanks: 1,840
Code:
#define OFS_NxCash 0xA36338
if (CH_NXCash)
{
*(int*)(OFS_NxCash)= 10000;
}
07/08/2012, 15:00
#7408
elite*gold: 0
Join Date: Dec 2009
Posts: 51
Received Thanks: 8
suche on bytes
quick plant
quick defuse
plant anywhere
defuse anywhere
07/08/2012, 16:30
#7409
elite*gold: 31
Join Date: Oct 2011
Posts: 2,276
Received Thanks: 2,029
Quote:
Originally Posted by
bodhi12
suche on bytes
quick plant
quick defuse
plant anywhere
defuse anywhere
Ohne Addys geht es schlecht.
Paar Asm Funktionen:
Code:
if (Asm_AutoMedic == 1)
{
memcpy((void *)(0x4EBA5F), (void *)"xEB\x15", 2);
}
if (Asm_AutoMedic == 0)
{
memcpy((void *)(0x4EBA5F), (void *)"x75\x15", 2);
}
if (Asm_AutoAmmo == 1)
{
memcpy((void *)(0x4EB95B), (void *)"xEB\x15", 2);
}
if (Asm_AutoAmmo == 0)
{
memcpy((void *)(0x4EB95B), (void *)"x75\x15", 2);
}
if (Asm_UnlAmmo == 1)
{
memcpy((void *)(0x4F72F2), (void *)"xC3", 1);
}
if (Asm_UnlAmmo == 0)
{
memcpy((void *)(0x4F72F2), (void *)"x56", 1);
}
if (Asm_NoReload == 1)
{
memcpy((void *)(0x4FF1BE), (void *)"xEB\x84", 2);
}
if (Asm_NoReload == 0)
{
memcpy((void *)(0x4FF1BE), (void *)"x0F\x84", 2);
}
07/08/2012, 17:44
#7410
elite*gold: 15
Join Date: Nov 2011
Posts: 556
Received Thanks: 1,002
Quote:
Originally Posted by
_BuRn3R_
Ohne Addys geht es schlecht.
Paar Asm Funktionen:
Code:
if (Asm_NoReload == 1)
{
memcpy((void *)(0x4FF1BE), (void *)"xEB\x84", 2);
}
if (Asm_NoReload == 0)
{
memcpy((void *)(0x4FF1BE), (void *)"x0F\x84", 2);
}
Fail,oder ?
Code:
DWORD ASM_NORELOAD = 0x4FF1BE;
if ( cWeaponHacks.NoReload )
{
pTools->WriteMemory((LPVOID)(ASM_NORELOAD),(LPBYTE)"\x90\x90\x90\x90\x90\x90",6);
}
else
{
pTools->WriteMemory((LPVOID)(ASM_NORELOAD),(LPBYTE)"\x0F\x84\x2F\x01\x00\x00",6);
}
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