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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 01/12/2011, 16:00   #1126
 
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for(int i = 4; i < 32; i++)
-->
for(int i = 0; i < 32; i++)

PlayerOPK
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Old 01/12/2011, 16:02   #1127
 
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was mienst du mit player opk??
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Old 01/12/2011, 16:55   #1128
 
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Quote:
Originally Posted by CyberRazzer View Post
for(int i = 4; i < 32; i++)
-->
for(int i = 0; i < 32; i++)

PlayerOPK
aber laggy ;O

ich denke deine strcuts sucken
€:Laggs kann man mit brain.exe fixen
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Old 01/12/2011, 16:57   #1129
 
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na es gibt halt player und zombie opk...
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Old 01/12/2011, 16:59   #1130
 
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wie müssen den strucks ungefähr aussehen
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Old 01/12/2011, 17:25   #1131
 
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struct PlayerStructs
{
CHAR unknown0[50308];
BYTE index;
CHAR unknown50309[39];
BYTE state;
CHAR unknown50349[15651];
WORD weapon;
CHAR unknown66002[258];
FLOAT poss1;
FLOAT poss2;
FLOAT poss3;
};
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Old 01/12/2011, 17:36   #1132
 
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Cyber adde mich pls ma in skype... Bl4cKSuuN

also meine structs sind im mom so...

Code:
#include <Windows.h>

struct CVehicle;

struct vectorA
{
	float x,y,z;
};

struct CServer
{
        char unknown0[876]; //0x0000
    __int32 spectate; //0x036C  
        char unknown880[4]; //0x0370
    __int32 premium; //0x0374  
    __int32 premium_; //0x0378  
};//Size=0x037C(892)

struct CPlayer
{
    float recoil[3]; //0x0000  
        char unknown12[4]; //0x000C
    float stamina; //0x0010  
        char unknown20[68]; //0x0014
    BYTE index; //0x0058  
        char unknown89[31]; //0x0059
    CVehicle* vehicle; //0x0078  
        char unknown124[16]; //0x007C
    DWORD _weapon; //0x008C  
        char unknown144[128]; //0x0090
    BYTE rolling; //0x0110  
        char unknown273[11]; //0x0111
    float pitch; //0x011C  
        char unknown288[24]; //0x0120
    float yaw; //0x0138  
        char unknown316[8]; //0x013C
    float pos_[3]; //0x0144  
        char unknown336[12]; //0x0150
    WORD weapon; //0x015C  
    WORD weapon_; //0x015E  
        char unknown352[88]; //0x0160
    BYTE status; //0x01B8  
    BYTE status_; //0x01B9  
        char unknown442[90]; //0x01BA
    BYTE onground; //0x0214  
        char unknown533[27]; //0x0215
    BYTE forward; //0x0230  
    BYTE backward; //0x0231  
    BYTE left; //0x0232  
    BYTE right; //0x0233  
        char unknown66002[258];
    FLOAT pos1; //0x102D4
	FLOAT pos2; //0x120D8
	FLOAT pos3; //0x120DC
        char unknown584[192]; //0x0248
    float nofall; //0x0308  
        char unknown780[8]; //0x030C
    BYTE shooting; //0x0314  
};//Size=0x0315(789)


struct CBase
{
    CPlayer* local; //0x0000  
        char unknown4[72]; //0x0004
    CPlayer** player; //0x004C  
        char unknown80[48]; //0x0050
};//Size=0x0080(128)

struct CVehicle
{
        char unknown0[55]; //0x0000
    char name[18]; //0x0037  
};//Size=0x0049(73)

struct CServerBase
{
    CServer* server; //0x0000  
};//Size=0x0004(4)

struct CLocal
{
  char unknown0[32]; //0x0000
 vectorA pos; //0x0020 
  char unknown44[36]; //0x002C
 float pitch; //0x0050 
 float yaw; //0x0054 
  char unknown88[16]; //0x0058
 float down; //0x0068 
 float up; //0x006C 
 float fovx; //0x0070 
 float fovy; //0x0074 
};//Size=0x0078(120)


struct CPlayerInfo
{
		char unknown0[1724]; //0x0000
	__int32 ping; //0x06BC 
        char unknown1[12]; //0x0000
    WORD local; //0x000C 257 = local? 
        char unknown14[50]; //0x000E
    char name[20]; //0x0040  
        char unknown84[1004]; //0x0054
    char ip[16]; //0x0440  
        char unknown1104[140]; //0x0450
    __int32 exp; //0x04DC  
        char unknown1248[12]; //0x04E0
    __int32 dinar; //0x04EC  
        char unknown1264[64]; //0x04F0
    char loginname[20]; //0x0530  
        char unknown1348[488]; //0x0544
    char name_[20]; //0x072C  
        char unknown1856[4500]; //0x0740
    __int32 points; //0x18D4  
        char unknown6360[16]; //0x18D8
    __int32 kills; //0x18E8  
    __int32 deaths; //0x18EC  
        char unknown6384[4]; //0x18F0
    __int32 health; //0x18F4 
        char unknown6392[140]; //0x18F8
    BYTE index; //0x1984  
    BYTE ID187A59E0; //0x1985  
    BYTE ID187A4360; //0x1986  
    BYTE ID187A4260; //0x1987  
    BYTE team; //0x1988  
        char unknown6537[176]; //0x1989
};//Size=0x1A39(6713)

CBase* g_pBase    = (CBase*)0x00BC4470; //Playerpointer
CLocal* g_pLocal = (CLocal*)*(DWORD*)0x00A4407C; //Angelview
CServerBase* g_pServer = (CServerBase*)0x00ABF050; //Serverpointer

CPlayerInfo* GetPlayerInfo(int index)
{
    if(index > 32) return 0;
    DWORD dwBasePointer = 0x00AF9648; //Basepointer
    return (CPlayerInfo*) (dwBasePointer + (index*0x1A40));
}
die müssten doch eig gehen oder?
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Old 01/12/2011, 17:37   #1133
 
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sind die aktuell??
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Old 01/12/2011, 18:04   #1134
 
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Quote:
Originally Posted by joki4444 View Post
sind die aktuell??
ich denk schon aber ka...
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Old 01/12/2011, 18:35   #1135
 
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Quote:
Originally Posted by surimi4 View Post
Cyber adde mich pls ma in skype... Bl4cKSuuN

also meine structs sind im mom so...

Code:
#include <Windows.h>

struct CVehicle;

struct vectorA
{
	float x,y,z;
};

struct CServer
{
        char unknown0[876]; //0x0000
    __int32 spectate; //0x036C  
        char unknown880[4]; //0x0370
    __int32 premium; //0x0374  
    __int32 premium_; //0x0378  
};//Size=0x037C(892)

struct CPlayer
{
    float recoil[3]; //0x0000  
        char unknown12[4]; //0x000C
    float stamina; //0x0010  
        char unknown20[68]; //0x0014
    BYTE index; //0x0058  
        char unknown89[31]; //0x0059
    CVehicle* vehicle; //0x0078  
        char unknown124[16]; //0x007C
    DWORD _weapon; //0x008C  
        char unknown144[128]; //0x0090
    BYTE rolling; //0x0110  
        char unknown273[11]; //0x0111
    float pitch; //0x011C  
        char unknown288[24]; //0x0120
    float yaw; //0x0138  
        char unknown316[8]; //0x013C
    float pos_[3]; //0x0144  
        char unknown336[12]; //0x0150
    WORD weapon; //0x015C  
    WORD weapon_; //0x015E  
        char unknown352[88]; //0x0160
    BYTE status; //0x01B8  
    BYTE status_; //0x01B9  
        char unknown442[90]; //0x01BA
    BYTE onground; //0x0214  
        char unknown533[27]; //0x0215
    BYTE forward; //0x0230  
    BYTE backward; //0x0231  
    BYTE left; //0x0232  
    BYTE right; //0x0233  
        char unknown66002[258];
    FLOAT pos1; //0x102D4
	FLOAT pos2; //0x120D8
	FLOAT pos3; //0x120DC
        char unknown584[192]; //0x0248
    float nofall; //0x0308  
        char unknown780[8]; //0x030C
    BYTE shooting; //0x0314  
};//Size=0x0315(789)


struct CBase
{
    CPlayer* local; //0x0000  
        char unknown4[72]; //0x0004
    CPlayer** player; //0x004C  
        char unknown80[48]; //0x0050
};//Size=0x0080(128)

struct CVehicle
{
        char unknown0[55]; //0x0000
    char name[18]; //0x0037  
};//Size=0x0049(73)

struct CServerBase
{
    CServer* server; //0x0000  
};//Size=0x0004(4)

struct CLocal
{
  char unknown0[32]; //0x0000
 vectorA pos; //0x0020 
  char unknown44[36]; //0x002C
 float pitch; //0x0050 
 float yaw; //0x0054 
  char unknown88[16]; //0x0058
 float down; //0x0068 
 float up; //0x006C 
 float fovx; //0x0070 
 float fovy; //0x0074 
};//Size=0x0078(120)


struct CPlayerInfo
{
		char unknown0[1724]; //0x0000
	__int32 ping; //0x06BC 
        char unknown1[12]; //0x0000
    WORD local; //0x000C 257 = local? 
        char unknown14[50]; //0x000E
    char name[20]; //0x0040  
        char unknown84[1004]; //0x0054
    char ip[16]; //0x0440  
        char unknown1104[140]; //0x0450
    __int32 exp; //0x04DC  
        char unknown1248[12]; //0x04E0
    __int32 dinar; //0x04EC  
        char unknown1264[64]; //0x04F0
    char loginname[20]; //0x0530  
        char unknown1348[488]; //0x0544
    char name_[20]; //0x072C  
        char unknown1856[4500]; //0x0740
    __int32 points; //0x18D4  
        char unknown6360[16]; //0x18D8
    __int32 kills; //0x18E8  
    __int32 deaths; //0x18EC  
        char unknown6384[4]; //0x18F0
    __int32 health; //0x18F4 
        char unknown6392[140]; //0x18F8
    BYTE index; //0x1984  
    BYTE ID187A59E0; //0x1985  
    BYTE ID187A4360; //0x1986  
    BYTE ID187A4260; //0x1987  
    BYTE team; //0x1988  
        char unknown6537[176]; //0x1989
};//Size=0x1A39(6713)

CBase* g_pBase    = (CBase*)0x00BC4470; //Playerpointer
CLocal* g_pLocal = (CLocal*)*(DWORD*)0x00A4407C; //Angelview
CServerBase* g_pServer = (CServerBase*)0x00ABF050; //Serverpointer

CPlayerInfo* GetPlayerInfo(int index)
{
    if(index > 32) return 0;
    DWORD dwBasePointer = 0x00AF9648; //Basepointer
    return (CPlayerInfo*) (dwBasePointer + (index*0x1A40));
}
die müssten doch eig gehen oder?
von welchem jahrhundert sind sie?

die sind uralt^^
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Old 01/12/2011, 18:42   #1136
 
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du hast viele structs zs gemicht omg das geht nich

und aimbot = cLocal
local = pitch usw..

warum is bei dir bei player pitch omg?
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Old 01/12/2011, 18:45   #1137
 
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also ich hab n problem bin an meim ersten nomenu hack dran alles klappt (speed,nfd,slot5,extra Ammo 1/2) nur superjump geht die taste net ka why ich jump net und norecoil/spread crashts game

addys:
#define Playerpointer 0xBC44BC
#define Serverpointer 0xABF050
#define OFS_Z 0x000102D8
#define NFD_Player_OffSet 0x000103A8
#define Slot5_OffSet 0x001021A4
#define Speed 0x8F37B4
#define ADR_EXTRA_AMMO_2 0x00A44F2D
#define ADR_EXTRA_AMMO_1 0x00A44F2C
#define NO_RECOIL1 0x0000001C
#define NO_RECOIL2 0x00000020
#define NO_RECOIL3 0x00000024
#define NO_SPREAD 0x00A44F48

void superjump() //super jump
{
if(GetAsyncKeyState(VK_CONTROL) &1)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_Z) = 1000;
}
}
}

void norecoil () /////No Recoil
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+0x00) = 0;
*(float*)(dwPlayerPtr+0x04) = 0;
*(float*)(dwPlayerPtr+0x08) = 0;
}
}

void spread () /////No Spread
{
*(float*) No_Spread = 0;
}

void HackThread()
{
for(;///Und wie geleecht sa
{
if(*ingame)
{
superjump();
nfd();
spread();
norecoil();
speedon();
speedoff();
ExtraAmmo1();
ExtraAmmo2();
}
if(*outgame)
{
Slots5();
}
}
Sleep(200); //prevent for overloading the cpu
}


also die teile sin im hackthread sources müssten richtig sein und addys sin die neuen

könnt ihr mir vllt helfen und thx drücken wegen addys wers gebrauchen kann danke =)
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Old 01/12/2011, 18:50   #1138
 
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Quote:
Originally Posted by CyberRazzer View Post
du hast viele structs zs gemicht omg das geht nich

und aimbot = cLocal
local = pitch usw..

warum is bei dir bei player pitch omg?
weil die uralt sind damals hat man noch viel mehr mit structs gemacht als jetzt -.-

und mach dir erstmal die bedeutung von pitch, yaw & roll deutlich dann weißt du was das mit dem player + der karte zu tun hat
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Old 01/12/2011, 18:53   #1139
 
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Quote:
Originally Posted by Produx6 View Post
also ich hab n problem bin an meim ersten nomenu hack dran alles klappt (speed,nfd,slot5,extra Ammo 1/2) nur superjump geht die taste net ka why ich jump net und norecoil/spread crashts game

addys:
#define Playerpointer 0xBC44BC
#define Serverpointer 0xABF050
#define OFS_Z 0x000102D8
#define NFD_Player_OffSet 0x000103A8
#define Slot5_OffSet 0x001021A4
#define Speed 0x8F37B4
#define ADR_EXTRA_AMMO_2 0x00A44F2D
#define ADR_EXTRA_AMMO_1 0x00A44F2C
#define NO_RECOIL1 0x0000001C
#define NO_RECOIL2 0x00000020
#define NO_RECOIL3 0x00000024
#define NO_SPREAD 0x00A44F48

void superjump() //super jump
{
if(GetAsyncKeyState(VK_CONTROL) &1)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_Z) = 1000;
}
}
}

void norecoil () /////No Recoil
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+0x00) = 0;
*(float*)(dwPlayerPtr+0x04) = 0;
*(float*)(dwPlayerPtr+0x08) = 0;
}
}

void spread () /////No Spread
{
*(float*) No_Spread = 0;
}

void HackThread()
{
for(;///Und wie geleecht sa
{
if(*ingame)
{
superjump();
nfd();
spread();
norecoil();
speedon();
speedoff();
ExtraAmmo1();
ExtraAmmo2();
}
if(*outgame)
{
Slots5();
}
}
Sleep(200); //prevent for overloading the cpu
}


also die teile sin im hackthread sources müssten richtig sein und addys sin die neuen

könnt ihr mir vllt helfen und thx drücken wegen addys wers gebrauchen kann danke =)
*(float*)(dwPlayerPtr+0x00) = 0;
*(float*)(dwPlayerPtr+0x04) = 0;
*(float*)(dwPlayerPtr+0x08) = 0;

da schreib einfach statt +0x00... einfach +NO_RECOIL1.....
und bei NoSpread haste ne Leereiele eingebaut *(float*)(No_Spread) = 0;
so mach ichs immer
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Old 01/12/2011, 19:08   #1140
 
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Quote:
Originally Posted by Produx6 View Post
also ich hab n problem bin an meim ersten nomenu hack dran alles klappt (speed,nfd,slot5,extra Ammo 1/2) nur superjump geht die taste net ka why ich jump net und norecoil/spread crashts game

addys:
#define Playerpointer 0xBC44BC
#define Serverpointer 0xABF050
#define OFS_Z 0x000102D8
#define NFD_Player_OffSet 0x000103A8
#define Slot5_OffSet 0x001021A4
#define Speed 0x8F37B4
#define ADR_EXTRA_AMMO_2 0x00A44F2D
#define ADR_EXTRA_AMMO_1 0x00A44F2C
#define NO_RECOIL1 0x0000001C
#define NO_RECOIL2 0x00000020
#define NO_RECOIL3 0x00000024
#define NO_SPREAD 0x00A44F48

void superjump() //super jump
{
if(GetAsyncKeyState(VK_CONTROL) &1)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_Z) = 1000;
}
}
}

void norecoil () /////No Recoil
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+0x00) = 0;
*(float*)(dwPlayerPtr+0x04) = 0;
*(float*)(dwPlayerPtr+0x08) = 0;
}
}

void spread () /////No Spread
{
*(float*) No_Spread = 0;
}

void HackThread()
{
for(;///Und wie geleecht sa
{
if(*ingame)
{
superjump();
nfd();
spread();
norecoil();
speedon();
speedoff();
ExtraAmmo1();
ExtraAmmo2();
}
if(*outgame)
{
Slots5();
}
}
Sleep(200); //prevent for overloading the cpu
}


also die teile sin im hackthread sources müssten richtig sein und addys sin die neuen

könnt ihr mir vllt helfen und thx drücken wegen addys wers gebrauchen kann danke =)
sag mir einmal wie du auf folgende addys kommst

Quote:
void norecoil () /////No Recoil
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+0x00) = 0;
*(float*)(dwPlayerPtr+0x04) = 0;
*(float*)(dwPlayerPtr+0x08) = 0;
}
}


ihrgend wie bishen fail wenn du oben schon die richtigen addys hast...

bei superjump liegts vieleicht an deiner addy? dein playerpointer ist falsch-.-


achja und nfd kann bei dir gehen!
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