ClockWork RP Storage Password Brute Forcer

Posts 1–15 of 26 · Page 1 of 2
ClockWork RP Storage Password Brute Forcer
I don't know if many (Or any) of you guys play ClockWork RP, but basically there's all these storage containers around that need passwords. I just need a brute forcer that presses E, tries a password, then repeats till it gets it. I feel as if this would be very useful because it would mean easy access to guns and shit like that. Something else would be for it to log the password when it guesses it. Thanks in advance, guys!
Quote Originally Posted by SniperDoge View Post
I don't know if many (Or any) of you guys play ClockWork RP, but basically there's all these storage containers around that need passwords. I just need a brute forcer that presses E, tries a password, then repeats till it gets it. I feel as if this would be very useful because it would mean easy access to guns and shit like that. Something else would be for it to log the password when it guesses it. Thanks in advance, guys!
Code for storage might help, Client - Server - Shared
datastreams are net messages
cl_hooks
Code:
--[[
	© 2014 do not share, re-distribute or modify
	without permission of its author.
	Clockwork was created by Conna Wiles (also known as kurozael.)
--]]

-- Called when an entity's target ID HUD should be painted.
function cwStorage:HUDPaintEntityTargetID(entity, info)
	local colorTargetID = Clockwork.option:GetColor("target_id");
	local colorWhite = Clockwork.option:GetColor("white");
	
	if (Clockwork.entity:IsPhysicsEntity(entity)) then
		local model = string.lower(entity:GetModel());
		
		if (self.containerList[model]) then
			if (entity:GetNetworkedString("Name") != "") then
				info.y = Clockwork.kernel:DrawInfo(entity:GetNetworkedString("Name"), info.x, info.y, colorTargetID, info.alpha);
			else
				info.y = Clockwork.kernel:DrawInfo(self.containerList[model][2], info.x, info.y, colorTargetID, info.alpha);
			end;
			
			info.y = Clockwork.kernel:DrawInfo("You can put stuff inside it.", info.x, info.y, colorWhite, info.alpha);
		end;
	end;
end;

-- Called when an entity's menu options are needed.
function cwStorage:GetEntityMenuOptions(entity, options)
	if (Clockwork.entity:IsPhysicsEntity(entity)) then
		local model = string.lower(entity:GetModel());
		
		if (self.containerList[model]) then
			options["Open"] = "cwContainerOpen";
		end;
	end;
end;

-- Called when the local player's storage is rebuilt.
function cwStorage:PlayerStorageRebuilt(panel, categories)
	if (panel.storageType == "Container") then
		local entity = Clockwork.storage:GetEntity();
		
		if (IsValid(entity) and entity.cwMessage) then
			local messageForm = vgui.Create("DForm", panel);
			local helpText = messageForm:Help(entity.cwMessage);
				messageForm:SetPadding(5);
				messageForm:SetName("Message");
				helpText:SetFont("Default");
			panel:AddItem(messageForm);
		end;
	end;
end;
cl_plugin
Code:
--[[
	© 2014 do not share, re-distribute or modify
	without permission of its author.
	Clockwork was created by Conna Wiles (also known as kurozael.)
--]]

Clockwork.datastream:Hook("StorageMessage", function(data)
	local entity = data.entity;
	local message = data.message;
	
	if (IsValid(entity)) then
		entity.cwMessage = message;
	end;
end);

Clockwork.datastream:Hook("ContainerPassword", function(data)
	local entity = data;
	
	Derma_StringRequest("Password", "What is the password for this container?", nil, function(text)
		Clockwork.datastream:Start("ContainerPassword", {text, entity});
	end);
end);
sh_plugin
Code:
--[[
	© 2014 do not share, re-distribute or modify
	without permission of its author.
	Clockwork was created by Conna Wiles (also known as kurozael.)
--]]

--[[
	You don't have to do this, but I think it's nicer.
	Alternatively, you can simply use the PLUGIN variable.
--]]
PLUGIN:SetGlobalAlias("cwStorage");

--[[ You don't have to do this either, but I prefer to seperate the functions. --]]
Clockwork.kernel:IncludePrefixed("cl_plugin.lua");
Clockwork.kernel:IncludePrefixed("sv_plugin.lua");
Clockwork.kernel:IncludePrefixed("sv_hooks.lua");
Clockwork.kernel:IncludePrefixed("cl_hooks.lua");

cwStorage.containerList = {
	["models/props_wasteland/controlroom_storagecloset001a.mdl"] = {8, "Closet"},
	["models/props_wasteland/controlroom_storagecloset001b.mdl"] = {15, "Closet"},
	["models/props_wasteland/controlroom_filecabinet001a.mdl"] = {4, "File Cabinet"},
	["models/props_wasteland/controlroom_filecabinet002a.mdl"] = {8, "File Cabinet"},
	["models/props_c17/suitcase_passenger_physics.mdl"] = {5, "Suitcase"},
	["models/props_junk/wood_crate001a_damagedmax.mdl"] = {8, "Wooden Crate"},
	["models/props_junk/wood_crate001a_damaged.mdl"] = {8, "Wooden Crate"},
	["models/props_interiors/furniture_desk01a.mdl"] = {4, "Desk"},
	["models/props_c17/furnituredresser001a.mdl"] = {10, "Dresser"},
	["models/props_c17/furnituredrawer001a.mdl"] = {8, "Drawer"},
	["models/props_c17/furnituredrawer002a.mdl"] = {4, "Drawer"},
	["models/props_c17/furniturefridge001a.mdl"] = {8, "Fridge"},
	["models/props_c17/furnituredrawer003a.mdl"] = {8, "Drawer"},
	["models/weapons/w_suitcase_passenger.mdl"] = {5, "Suitcase"},
	["models/props_junk/trashdumpster01a.mdl"] = {15, "Dumpster"},
	["models/props_junk/wood_crate001a.mdl"] = {8, "Wooden Crate"},
	["models/props_junk/wood_crate002a.mdl"] = {10, "Wooden Crate"},
	["models/items/ammocrate_rockets.mdl"] = {15, "Ammo Crate"},
	["models/props_lab/filecabinet02.mdl"] = {8, "File Cabinet"},
	["models/items/ammocrate_grenade.mdl"] = {15, "Ammo Crate"},
	["models/props_junk/trashbin01a.mdl"] = {10, "Trash Bin"},
	["models/props_c17/suitcase001a.mdl"] = {8, "Suitcase"},
	["models/items/item_item_crate.mdl"] = {4, "Item Crate"},
	["models/props_c17/oildrum001.mdl"] = {8, "Oildrum"},
	["models/items/ammocrate_smg1.mdl"] = {15, "Ammo Crate"},
	["models/items/ammocrate_ar2.mdl"] = {15, "Ammo Crate"}
};
sv_hooks
Code:
--[[
	© 2014  do not share, re-distribute or modify
	without permission of its author.
	Clockwork was created by Conna Wiles (also known as kurozael.)
--]]

-- Called when Clockwork has loaded all of the entities.
function cwStorage:ClockworkInitPostEntity()
	self:LoadStorage(); self.randomItems = {};
	
	for k, v in pairs(Clockwork.item:GetAll()) do
		if (!v("isRareItem") and !v("isBaseItem")) then
			self.randomItems[#self.randomItems + 1] = {
				v("uniqueID"),
				v("weight")
			};
		end;
	end;
end;

-- Called when data should be saved.
function cwStorage:SaveData()
	self:SaveStorage();
end;

-- Called when a player attempts to breach an entity.
function cwStorage:PlayerCanBreachEntity(player, entity)
	if (entity.cwInventory and entity.cwPassword) then
		return true;
	end;
end;

-- Called when an entity attempts to be auto-removed.
function cwStorage:EntityCanAutoRemove(entity)
	if (self.storage[entity] or entity:GetNetworkedString("Name") != "") then
		return false;
	end;
end;

-- Called when an entity's menu option should be handled.
function cwStorage:EntityHandleMenuOption(player, entity, option, arguments)
	local class = entity:GetClass();
	
	if (class == "cw_locker" and arguments == "cwContainerOpen") then
		self:OpenContainer(player, entity);
	elseif (arguments == "cwContainerOpen") then
		if (Clockwork.entity:IsPhysicsEntity(entity)) then
			local model = string.lower(entity:GetModel());
			
			if (self.containerList[model]) then
				local containerWeight = self.containerList[model][1];
				
				if (!entity.cwPassword or entity.cwIsBreached) then
					self:OpenContainer(player, entity, containerWeight);
				else
					Clockwork.datastream:Start(player, "ContainerPassword", entity);
				end;
			end;
		end;
	end;
end;

-- Called when an entity has been breached.
function cwStorage:EntityBreached(entity, activator)
	if (entity.cwInventory and entity.cwPassword) then
		entity.cwIsBreached = true;
		
		Clockwork.kernel:CreateTimer("ResetBreach"..entity:EntIndex(), 120, 1, function()
			if (IsValid(entity)) then
				entity.cwIsBreached = nil;
			end;
		end);
	end;
end;

-- Called when an entity is removed.
function cwStorage:EntityRemoved(entity)
	if (IsValid(entity) and !entity.cwIsBelongings) then
		Clockwork.entity:DropItemsAndCash(entity.cwInventory, entity.cwCash, entity:GetPos(), entity);
		entity.cwInventory = nil;
		entity.cwCash = nil;
	end;
end;

-- Called when a player's prop cost info should be adjusted.
function cwStorage:PlayerAdjustPropCostInfo(player, entity, info)
	local model = string.lower(entity:GetModel());
	
	if (self.containerList[model]) then
		info.name = self.containerList[model][2];
	end;
end;
sv_plugin
Code:
--[[
	© 2014 do not share, re-distribute or modify
	without permission of its author
	Clockwork was created by Conna Wiles (also known as kurozael.)
--]]

Clockwork.datastream:Hook("ContainerPassword", function(player, data)
	local password = data[1];
	local entity = data[2];
	
	if (IsValid(entity) and Clockwork.entity:IsPhysicsEntity(entity)) then
		local model = string.lower(entity:GetModel());
		
		if (cwStorage.containerList[model]) then
			local containerWeight = cwStorage.containerList[model][1];
			
			if (entity.cwPassword == password) then
				cwStorage:OpenContainer(player, entity, containerWeight);
			else
				Clockwork.player:Notify(player, "You have entered an incorrect password!");
			end;
		end;
	end;
end);

-- A function to get a random item.
function cwStorage:GetRandomItem(uniqueID)
	if (uniqueID) then
		uniqueID = string.lower(uniqueID);
	end;

	if (#self.randomItems <= 0) then
		return;
	end;

	local randomItem = self.randomItems[
		math.random(1, #self.randomItems)
	];

	if (randomItem) then
		local itemTable = Clockwork.item:FindByID(randomItem[1]);

		if (!uniqueID or string.find(string.lower(itemTable("category")), uniqueID)) then
			return randomItem;
		end;
	end;

	return self:GetRandomItem(uniqueID, runs);
end;

function cwStorage:CategoryExists(uniqueID)
	if (uniqueID) then 
		local uniqueID = string.lower(uniqueID);

		for i = 1, #self.randomItems do
			local item = Clockwork.item:FindByID(self.randomItems[i][1]);

			if (string.find(string.lower(item("category")), uniqueID)) then
				return true;
			end;
		end;

		return false;
	else
		return false;
	end;
end;

-- A function to save the storage.
function cwStorage:SaveStorage()
	local storage = {};
	
	for k, v in pairs(self.storage) do
		if (IsValid(v)) then
			if (v.cwInventory and v.cwCash and (v.cwMessage or table.Count(v.cwInventory) > 0 or v.cwCash > 0 or v:GetNetworkedString("Name") != "")) then
				local physicsObject = v:GetPhysicsObject();
				local bMoveable = nil;
				local startPos = v:GetStartPosition();
				local model = v:GetModel();
				
				if (v:IsMapEntity() and startPos) then
					model = nil;
				end;
				
				if (IsValid(physicsObject)) then
					bMoveable = physicsObject:IsMoveable();
				end;
				
				storage[#storage + 1] = {
					name = v:GetNetworkedString("Name"),
					model = model,
					cash = v.cwCash,
					color = { v:GetColor() },
					angles = v:GetAngles(),
					position = v:GetPos(),
					message = v.cwMessage,
					password = v.cwPassword,
					startPos = startPos,
					inventory = Clockwork.inventory:ToSaveable(v.cwInventory),
					isMoveable = bMoveable
				};
			end;
		end;
	end;
	
	Clockwork.kernel:SaveSchemaData("plugins/storage/"..game.GetMap(), storage);
end;

-- A function to load the storage.
function cwStorage:LoadStorage()
	local storage = Clockwork.kernel:RestoreSchemaData("plugins/storage/"..game.GetMap());
	self.storage = {};
	
	for k, v in pairs(storage) do
		if (!v.model) then
			local entity = ents.FindInSphere((v.startPos or v.position), 16)[1];
			
			if (IsValid(entity) and entity:IsMapEntity()) then
				self.storage[entity] = entity;
				
				entity.cwInventory = Clockwork.inventory:ToLoadable(v.inventory);
				entity.cwPassword = v.password;
				entity.cwMessage = v.message;
				entity.cwCash = v.cash;
				
				if (IsValid(entity:GetPhysicsObject())) then
					if (!v.isMoveable) then
						entity:GetPhysicsObject():EnableMotion(false);
					else
						entity:GetPhysicsObject():EnableMotion(true);
					end;
				end;
				
				if (v.angles) then
					entity:SetAngles(v.angles);
					entity:SetPos(v.position);
				end;
				
				if (v.color) then
					entity:SetColor(unpack(v.color));
				end;
				
				if (v.name != "") then
					entity:SetNetworkedString("Name", v.name);
				end;
			end;
		else
			local entity = ents.Create("prop_physics");
			
			entity:SetAngles(v.angles);
			entity:SetModel(v.model);
			entity:SetPos(v.position);
			entity:Spawn();
			
			if (IsValid(entity:GetPhysicsObject())) then
				if (!v.isMoveable) then
					entity:GetPhysicsObject():EnableMotion(false);
				end;
			end;
			
			if (v.color) then
				entity:SetColor(unpack(v.color));
			end;
			
			if (v.name != "") then
				entity:SetNetworkedString("Name", v.name);
			end;
			
			self.storage[entity] = entity;
			
			entity.cwInventory = Clockwork.inventory:ToLoadable(v.inventory);
			entity.cwPassword = v.password;
			entity.cwMessage = v.message;
			entity.cwCash = v.cash;
		end;
	end;
end;

-- A function to open a container for a player.
function cwStorage:OpenContainer(player, entity, weight)
	local inventory;
	local cash = 0;
	local model = string.lower(entity:GetModel());
	local name = "";
	
	if (!entity.cwInventory) then
		self.storage[entity] = entity;
		
		entity.cwInventory = {};
	end;
	
	if (!entity.cwCash) then
		entity.cwCash = 0;
	end;
	
	if (self.containerList[model]) then
		name = self.containerList[model][2];
	else
		name = "Container";
	end;
	
	inventory = entity.cwInventory;
	cash = entity.cwCash;
	
	if (!weight) then
		weight = 8;
	end;
	
	if (entity:GetNetworkedString("Name") != "") then
		name = entity:GetNetworkedString("Name");
	end;
	
	if (entity.cwMessage) then
		Clockwork.datastream:Start(player, "StorageMessage", {
			entity = entity, message = entity.cwMessage
		});
	end;
	
	Clockwork.storage:Open(player, {
		name = name,
		weight = weight,
		entity = entity,
		distance = 192,
		cash = cash,
		inventory = inventory,
		OnGiveCash = function(player, storageTable, cash)
			storageTable.entity.cwCash = storageTable.cash;
		end,
		OnTakeCash = function(player, storageTable, cash)
			storageTable.entity.cwCash = storageTable.cash;
		end
	});
end;
Seems impossible unless the password gets sent to the client(I don't think it does), or search for every single character special characters upper characters will take forever!

Code:
Clockwork.datastream:Hook("StorageMessage", function(data)
	local entity = data.entity;
	local message = data.message;
	
	if (IsValid(entity)) then
		entity.cwMessage = message;
	end;
end);
Nvm this is on the client where it captures the client, You can detour datastream and get it to log the message!

Quote Originally Posted by tisker.dll View Post
-snip-
If you have the full clockwork Can you upload it to a .zip file and post virus scans please, Then i can make clockwork hacks?
Quote Originally Posted by suchisgood View Post
Seems impossible unless the password gets sent to the client(I don't think it does), or search for every single character special characters upper characters will take forever!

Code:
Clockwork.datastream:Hook("StorageMessage", function(data)
	local entity = data.entity;
	local message = data.message;
	
	if (IsValid(entity)) then
		entity.cwMessage = message;
	end;
end);
Nvm this is on the client where it captures the client, You can detour datastream and get it to log the message!


If you have the full clockwork Can you upload it to a .zip file and post virus scans please, Then i can make clockwork hacks?
Clockwork is not free game mode. Need 30$
Quote Originally Posted by bullsquid View Post
Clockwork is not free game mode. Need 30$
I want it free, Find a leak, or if you do, make sure to download it, I'm sure someone will lol, Conna doesn't deserve money from it for his botnet backdoored in his DLL, I just need the lua scripts not the gmsv_cloudauth_win32.dll!
Quote Originally Posted by suchisgood View Post
If you have the full clockwork Can you upload it to a .zip file and post virus scans please, Then i can make clockwork hacks?
I have a full copy, PM me and we can work something out for hacks.
Quote Originally Posted by Dyelsky97 View Post
I have a full copy, PM me and we can work something out for hacks.
Should be able to do something like
Code:
local eye = LocalPlayer():GetEyeTrace().Entity print(eye.cwMessage)
To get the containers password, Tell me if it works!

- - - Updated - - -

Put that in the console: lua_run_cl <code>

- - - Updated - - -

When looking at a container
The server I play on doesn't use containers, got any other hacks?

- - - Updated - - -

Quote Originally Posted by suchisgood View Post
Should be able to do something like
Code:
local eye = LocalPlayer():GetEyeTrace().Entity print(eye.cwMessage)
To get the containers password, Tell me if it works!

- - - Updated - - -

Put that in the console: lua_run_cl <code>

- - - Updated - - -

When looking at a container
I'm at a container, I run the code and nothing happens.
Quote Originally Posted by Dyelsky97 View Post
The server I play on doesn't use containers, got any other hacks?

- - - Updated - - -



I'm at a container, I run the code and nothing happens.
You ran it in the console like this?

Code:
lua_run_cl local eye = LocalPlayer():GetEyeTrace().Entity print(eye.cwMessage)
When i release my hack it'll download all the files, Then you can share with me for exploitz!
I ran it exactly like that while looking at a container, where is it supposed to print the password? I also tried running a lua bypasser but that didn't work...
Quote Originally Posted by SniperDoge View Post
I ran it exactly like that while looking at a container, where is it supposed to print the password? I also tried running a lua bypasser but that didn't work...
Detour datastream hook
Quote Originally Posted by suchisgood View Post
Detour datastream hook
How would I do that? (If you don't wanna explain the full process, is there a tutorial on it somewhere? Sorry, I'm a noob.)
Quote Originally Posted by SniperDoge View Post
How would I do that? (If you don't wanna explain the full process, is there a tutorial on it somewhere? Sorry, I'm a noob.)
Here is an example for RunConsoleCommand You can figure out the rest!
Code:
local oldRCC = RunConsoleCommand
function RunConsoleCommand(s,...)
	return oldRCC(s,...)
end
s = string, ... = varargs!
You need to detour what ever exactly the same as the function detours!

- - - Updated - - -

Post the ClockWork Datastream module and i can do it for you!
Quote Originally Posted by suchisgood View Post
Here is an example for RunConsoleCommand You can figure out the rest!
Code:
local oldRCC = RunConsoleCommand
function RunConsoleCommand(s,...)
	return oldRCC(s,...)
end
s = string, ... = varargs!
You need to detour what ever exactly the same as the function detours!

- - - Updated - - -

Post the ClockWork Datastream module and i can do it for you!
I found a file in ClockWork called "sh_datastream.lua" Would that be it?https://github.com/CloudSixteen/Cloc...datastream.lua
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