Thread: WarRock Source

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  1. #1
    AeroMan's Avatar
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    Post WarRock Source


    Code:
    Memcpy((void *)(0x1B9D0),(PBYTE)"\xE8\xA0",2); //Anti DIP crash (10501)
    Memcpy((void *)(0xC52CE),(PBYTE)"\x8B\xC3",2); //Anti Destroy
    Memcpy((void *)(0xDDF94),(PBYTE)"xEB",1); //Anti Abnormal gameplay
    Plantanywhere
    Code:
    *(long*)(Plawhere) = 100.0f;
    Code:
    //---[Game Addies]---//
    #define UseStick    0xBD39AC //Joystick
    #define Indicator   0xBD3A02 //Hit indicator
    #define VehMouse    0xBD39A8 //Invert Mouse in vehicle
    #define MedicHP     0xAEF338 //Show Medic HP Bar
    #define Dynamic     0xBD3994 //Dynamic Light
    #define Lightmap    0xBD39E0 //Light map
    #define StarGlobe   0x0 //Star Glove
    #define Sound       0xBD39C8 //The Sound value
    #define Music       0xBD39CC //The Music value
    a little struct:
    Code:
    #include <d3d9.h> // We include our D3D9 Header
    #include <d3dx9.h> // We include our D3DX9 Header 
    #include "Adres.h"
    
    struct Aeroman // We give our struct the name Aeroman
    {
    	void SuperCrosshair(IDirect3DDevice9 *pDevice,DWORD defenition,DWORD Collor,DWORD Size); // Our defenition of the Crosshair
    	void Light(IDirect3DDevice9 *pDevice); // D3D Lightning
    	void Message(char *txt); // A Private Message
    	void URL(char *url);
    	void Swim(char Height);
    	void weapon(char index);
    	void Superjump(DWORD Key,char Height);
    	void Teleport(int Save,int Go);
    	void Visualrain(char value);
    	void Stamina(char index);
    	void SPEED(char speedvalue);
    };
    
    Aeroman * AeroMan; // Makes the use of the struct available
    
    void Aeroman::SuperCrosshair(IDirect3DDevice9 *pDevice,DWORD defenition,DWORD Collor,DWORD Size) // Define our SuperCrosshair in the struct Aeroman
    {
    #define Rectcol D3DCOLOR_ARGB(100,125,0,255) // Define our 3D Collor
    
    #define PlayerP     0xD4A730
    #define NoRecoil1   0xC444
    #define NoRecoil2   0xC43C
    #define NoRecoil3	0xC440
    #define Nospread    0xA59E10
    
    int x   = ( GetSystemMetrics( 0 ) / 2); // Takes the full screen size / 2 - so it becomes the half 
    int y   = ( GetSystemMetrics( 1 ) / 2); // Same happens here
    
    D3DRECT rec1 = { x - Size, y, x + Size, y + 1    }; // We draw our first line
    D3DRECT rec2 = { x, y - Size, x + 1 , y + Size-1 }; // Second line
    D3DRECT rec3 = { x-1 - Size, y, x + Size, y - 1  }; // New crosshair line 1
    D3DRECT rec4 = { x, y - Size, x - 1 , y + Size+1 }; // Second line of the second crosshair
    
    if(defenition==1) // If our Function is enabled
    {
    	if(PlayerP != 0) // And our playerpointer is running A.K.A ingame then
    	{
    		pDevice->SetRenderState(D3DRS_FOGENABLE,false); // fog is disabled
    		pDevice->SetRenderState(D3DRS_LIGHTING,true); // Lightning is enabled
    		pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(10,0,10,10)); // Ambient collor is small glowing
    		}else{ // if we are not ingame then
    		pDevice->SetRenderState(D3DRS_FOGENABLE,true); // Fog will be enabled
    		pDevice->SetRenderState(D3DRS_LIGHTING,false); // Lightning will be disabled
    	}
    } // End of the functions
    
    *(float*)(PlayerP+NoRecoil1) = 0; //|
    *(float*)(PlayerP+NoRecoil2) = 0; //|-Removes the recoil
    *(float*)(PlayerP+NoRecoil3) = 0; //|
    //*(float*)(Nospread)  = 0; //Removes the spread
    
    pDevice->Clear(1, &rec1, D3DCLEAR_TARGET, Collor , 0, 0); // We draw the first line of crosshair one
    pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, Collor , 0, 0); // We draw the second line of crosshair one
    pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, Rectcol, 0, 0); // We draw the first line of crosshair two
    pDevice->Clear(1, &rec4, D3DCLEAR_TARGET, Rectcol, 0, 0); // We draw the second line of crosshair two
    }
    
    
    void Aeroman::Light(IDirect3DDevice9 *pDevice)
    {
    	pDevice->SetRenderState(D3DRS_LIGHTING,true);
    }
    
    void Aeroman::Message(char *txt)
    {
    	MessageBoxA(0,txt,"WarRock Public D3D",0);
    }
    
    void Aeroman::URL(char *url)
    {
    	ShellExecuteA(0,0,url,0,0,SW_SHOWNORMAL);
    }
    
    void Aeroman::Swim(char Height)
    {
    	*(float*)(WaterHeight) = Height;
    }
    
    void Aeroman::weapon(char index)
    {
    	if(PlayerPTR != 0)
    	{
    		AeroMan->Swim(120);
    		*(long*)(PlayerPTR+Weapon1) = index;
    		AeroMan->Swim(0);
    	}
    }
    
    void Aeroman::Superjump(DWORD Key,char Height)
    {
    	if(PlayerPTR != 0)
    	{
    		if(GetAsyncKeyState(Key)&1){ *(float*)(PlayerPTR+OFS_Z) = Height; }
    	}
    }
    
    void Aeroman::Teleport(int Save, int Go)
    {
    int x,y,z;
    float _X = 0.0; float _Y = 0.0; float _Z = 0.0;
    if(PlayerPTR!=0)
    {
    	_X = *(float*)(PlayerPTR+OFS_X);
    	_Y = *(float*)(PlayerPTR+OFS_Y);
    	_Z = *(float*)(PlayerPTR+OFS_Z);
    
    	if(GetAsyncKeyState(Save)&1)
    	{
    		x = _X;
    		y = _Y;
    		z = _Z;
    	}
    
    	if(GetAsyncKeyState(Go)&1)
    	{
    		*(float*)(PlayerPTR+OFS_X) = x;
    		*(float*)(PlayerPTR+OFS_Y) = y;
    		*(float*)(PlayerPTR+OFS_Z) = z;
    	}
    }
    }
    
    void Aeroman::Visualrain(char value)
    {
    	if(PlayerPTR != 0)
    	{
    		*(int*)(VisualRain) = value;
    	}
    	else
    	{
    		AeroMan->Message("Please enter a game before you put this hack on!");
    	}
    }
    
    void Aeroman::Stamina(char index)
    {
    	if(index==1)
    	{
    		*(float*)(Stamina1) = 0;
    		*(float*)(Stamina2) = 0;
    		*(float*)(Stamina3) = 0;
    		*(float*)(Stamina4) = 0;
    		*(float*)(Stamina5) = 0;
    	}
    	else
    	{
    		*(float*)(Stamina1) = 50;
    		*(float*)(Stamina2) = 50;
    		*(float*)(Stamina3) = 50;
    		*(float*)(Stamina4) = 50;
    		*(float*)(Stamina5) = 50;
    	}
    }
    
    void Aeroman::SPEED(char speed)
    {
    	*(float*)(Speed) = speed;
    }
    #define VehAutoRepair 0x00419E5B

    Small but something
    Last edited by AeroMan; 06-30-2011 at 07:20 AM.

  2. The Following 2 Users Say Thank You to AeroMan For This Useful Post:

    choykay619 (06-30-2011),ryski123 (07-03-2011)

  3. #2
    choykay619's Avatar
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    Thaaaank You !
    Im gonna try to build my hack now >)
    FUCK you!

  4. #3
    xHiLT's Avatar
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    Where do i put:
    Code:
    Memcpy((void *)(0x1B9D0),(PBYTE)"\xE8\xA0",2); //Anti DIP crash (10501)
    Memcpy((void *)(0xC52CE),(PBYTE)"\x8B\xC3",2); //Anti Destroy
    Memcpy((void *)(0xDDF94),(PBYTE)"xEB",1); //Anti Abnormal gameplay
    ? @AeroMan

    Can you post Memcpy funct?
    Last edited by xHiLT; 06-30-2011 at 08:50 AM.

  5. #4
    bananegel1's Avatar
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    Code:
    BOOL Memcpy(VOID *lpMem,VOID *lpSrc,DWORD len)
    {
    	DWORD lpflOldProtect, flNewProtect = PAGE_READWRITE;
        unsigned char *pDst = (unsigned char *)lpMem, 
    		*pSrc = (unsigned char *)lpSrc;
    
        if (VirtualProtect(lpMem,len,flNewProtect,&lpflOldProtect))
    	{
            while(len-- > 0) *pDst++ = *pSrc++;
            return 0;
    	}
    	return 1;
    }//Credits to Croner if i am right?

  6. #5
    KiraSietta's Avatar
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    i dont get this
    Code:
    D3DRECT rec1 = { x - Size, y, x + Size, y + 1    }; // We draw our first line
    D3DRECT rec2 = { x, y - Size, x + 1 , y + Size-1 }; // Second line
    D3DRECT rec3 = { x-1 - Size, y, x + Size, y - 1  }; // New crosshair line 1
    D3DRECT rec4 = { x, y - Size, x - 1 , y + Size+1 }; // Second line of the second crosshair

    ^--------he totally ripped on MPGH and topblast





  7. #6
    R3dLine's Avatar
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    LOL you share Addies of Bypass and near 10 good Functions ? ROFL and you say you don't want to fuck warrock ? LOL

    VehRepair = Wrong Addy And Veh repair is 2 addy not 1
    And
    Addies of Bypass first need update and Bytes are not correct :O

    Anyway Nice mate good share

    Quote Originally Posted by xHiLT View Post
    Where do i put:
    Code:
    Memcpy((void *)(0x1B9D0),(PBYTE)"\xE8\xA0",2); //Anti DIP crash (10501)
    Memcpy((void *)(0xC52CE),(PBYTE)"\x8B\xC3",2); //Anti Destroy
    Memcpy((void *)(0xDDF94),(PBYTE)"xEB",1); //Anti Abnormal gameplay
    ? @AeroMan

    Can you post Memcpy funct?
    Its HS Addies -.-
    Last edited by R3dLine; 07-03-2011 at 12:24 PM.