[Release] WarHax DLL Source Code

Posts 1–15 of 21 · Page 1 of 2
[Release] WarHax DLL Source Code
Code:
/* * * * * * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * */
/*             ****** Source Code              */
/*                                             */
/* Author : OneWhoSighs                        */
/* Version : 1.0			       */
/* * * * * * * * * * * * * * * * * * * * * * * */
/* www.b0ts.org				       */
/* * * * * * * * * * * * * * * * * * * * * * * */
/***********************************************/
/* * * * * * * * * * * * * * * * * * * * * * * */

#include <windows.h>

#define GetTwoKeys(keyone,keytwo) if(GetAsyncKeyState(keyone) &0x8000 && GetAsyncKeyState(keytwo) &0x8000) 

DWORD* g_pJumpHeight = (DWORD*)0x01180400;
float* JumpHeight()
{	
	if(!g_pJumpHeight)
		return NULL;
	if(!*g_pJumpHeight)
		return NULL;
	return(float*)(*g_pJumpHeight + 0x178);

}

DWORD* g_pNoFallDmg = (DWORD*)0x01180400;
float* NoFallDamage()
{
	if(!g_pNoFallDmg)
		return NULL;
	if(!*g_pNoFallDmg)
		return NULL;
	return(float*)(*g_pNoFallDmg + 0x26);
}

DWORD* g_pSwim = (DWORD*)0x01180400;
float* Swim()
{
	if(!g_pSwim)
		return NULL;
	if(!*g_pSwim)
		return NULL;
	return(float*)(*g_pNoFallDmg + 0x16); 
}

float* UnderWaterWalk()
{
	return(float*)(0x0081935C);
}


float* InstantSpawn1()
{
	return(float*)(0x00C19098);
}

float* InstantSpawn2()
{
	return(float*)(0x00F22F74);
}

short* Scope()
{
	return(short*)(0x009F9E62);
}

float* Stamina()
{
	return(float*)(0x00818904);
}

short* NoSpread()
{
	return(short*)(0x009F9EA7);
}

short* NoRecoil()
{
	return(short*)(0x009F9EA1);
}

bool		bStamina	=		false;
bool		bScope		=		false;
bool		bSpawn		=		false;
bool		bRecoil		=		false;
bool		bSpread		=		false;
bool		bNoFallDmg	=		false;
bool		bFloat		=		false;
bool		bSwim		=		false;


void MainLoop(){
	while(true){


	//Scope
		if(GetAsyncKeyState(0x31))
		{
			if(bScope == true)
				bScope = false;
			else
				bScope = true;
			Sleep(1000);
		}	

	//Insta-Respawn
		GetTwoKeys(0x12,'R')
		{
			if(bSpawn == true)
				bSpawn = false;
			else
				bSpawn = true;
			Sleep(1000);
		}	

	//Stamina
		GetTwoKeys(0x12,'S')
		{
			if(bStamina == true)
				bStamina=false;
			else
				bStamina=true;
			Sleep(1000);
		}

	//Spread
		GetTwoKeys(0x12,'A')
		{
			if(bSpread == true)
				bSpread=false;
			else
				bSpread=true;
			Sleep(1000);
		}
	
	//Recoil
		GetTwoKeys(0x12,'F')
		{
			if(bRecoil == true)
				bRecoil=false;
			else
				bRecoil=true;
			Sleep(1000);
		}
	
	//No Fall Damage
		if(GetAsyncKeyState(0x60))
		{
			if(bNoFallDmg == true)
				bNoFallDmg=false;
			else
				bNoFallDmg=true;
			Sleep(1000);
		}

	// FloatHack
		if(GetAsyncKeyState(0x61))
		{
			if(bFloat == true)
				bFloat=false;
			else
				bFloat=true;
				Sleep(1000);
		}

	//Super jump 5000
		if(GetAsyncKeyState(0x62))
		{
			*JumpHeight() = 5000;
		}


	//Swim on air
		if(GetAsyncKeyState(0x63))
		{
			if(bSwim == true)
				bSwim=false;
			else
				bSwim=true;
			Sleep(1000);
		}


/* Bools */

	float* dwMe = JumpHeight();

	if(dwMe) // Make sure we are in game
	{
	//Swim
		if(bSwim == true)
		{
			*Swim() = 276;
		}
		else
		{
			*Swim() = 282;
		}
	//Float
		if(bFloat == true)
		{
			*JumpHeight() = 5000;
		}

	//NoFallDmg
		if(bNoFallDmg == true)
		{
			*NoFallDamage() = -999;
		}
	
	//Spread
		if(bSpread == true)
		{
			*NoSpread() = 0;
		}

	//Recoil
		if(bRecoil == true)
		{
			*NoRecoil() = 0;
		}

	//Insta-Respawn
		if(bSpawn == true)
		{
			*InstantSpawn1() = 0;
			*InstantSpawn2() = 0;
		}

	//Stamina
		if(bStamina == true)
		{
			*Stamina() = 5000;
		}else
		{
			*Stamina() = 20;
		}
	
	//Scope
		if(bScope == true)
		{
			*Scope() = 1;
		}else
		{
			*Scope() = 0;
		}
		
	
	}


		Sleep(10); // End of loop, without this = lag
	
	}

}


//DLL entry point
bool APIENTRY DllMain(HMODULE hModule, DWORD dwReason, LPVOID lpvReserved){
	if(dwReason == DLL_PROCESS_ATTACH){
		DisableThreadLibraryCalls(hModule);

		//Create main thread
			CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)MainLoop,NULL,0,NULL);

		return true;
	}
	return true;
}
My first hack for Warrock, i've only been playing this game for a few days.
quit while you're ahead
Quote Originally Posted by NetNavi View Post
quit while you're ahead
What are you talking about?
don't...just don't play anymore

its garbage

its horrible

its insane

its...WARROCK
Quote Originally Posted by NetNavi View Post
don't...just don't play anymore

its garbage

its horrible

its insane

its...WARROCK
Whats garbage? My code? Why shouldnt I play anymore.
Warrock is completely and utterly stupid

Only reason why we hack it is because it's hackable

otherwise, it lags every other day

no point in hacking a game you can't even play half the time

perfect reason why we hate K2
no warrock is fun if it wasnt i wouldnt be paying for it on 3 accounts for 9 months

that 45$ every month and i love it
It never lags for me... but anyway.. is the code supposed to be compiled into a .dll?
well it would make sense if it did.

btw thanks OneWhoSighs , for this, now i can start making dll hacks
Quote Originally Posted by Kung Fu Penguin31 View Post
well it would make sense if it did.

btw thanks OneWhoSighs , for this, now i can start making dll hacks

ohh i wish i knew how to make dll hacks im new at hacking lol all i know is CE and VB6 lol thats not bad for a 1week hacker You thingk you can teach me?
lol, even im not experienced in making dlls (i only just started C++), but i have
examined the code and it looks quite simple to edit, and i get how it works.

the only part i dont get is how do you tell wheather an address is a float or a short?


other than that , i could add some more features to this hack
That's easy. Everyone knows char / unsigned char = 1 byte, short = 2 bytes, int = 4 bytes, float = 4 bytes, double = 8 bytes.
so how do you know what byte it is did you find the addresses your self?
I made an auto sig search for Warrock. My addresses auto update themselves.
So you made a sig file , for warrock to search for the addresses?

what program did you use ?
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