No Recoil Source Code Not Working

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No Recoil Source Code Not Working
Hey all... This is the source code that I am using for no recoil in WarRock but everytime I include it in my .dll I crash when I join a game.

Code:
void NoRecoil() 
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr!=0){
*(float*)OFS_NORECOIL1 = 0;
*(float*)OFS_NORECOIL2 = 0;
*(float*)OFS_NORECOIL3 = 0;}
}
I have checked the addresses and they are all up to date.

Any help is greatly appreciated
Quote Originally Posted by zooSz View Post
Hey all... This is the source code that I am using for no recoil in WarRock but everytime I include it in my .dll I crash when I join a game.

Code:
void NoRecoil() 
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr!=0){
*(float*)OFS_NORECOIL1 = 0;
*(float*)OFS_NORECOIL2 = 0;
*(float*)OFS_NORECOIL3 = 0;}
}
I have checked the addresses and they are all up to date.

Any help is greatly appreciated
Well its wrong..

void NoRecoil()
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr!=0){
*(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
}
If its work ..try to thanks me..
Oh, my, god! It Works

Thanks a ton mate

Also, because your a genius, could you tell me whats wrong with this:

Code:
//No fall damage + Super jump
void NoFall()
{
DWORD mePlayer = *(DWORD*)Playerpointer;
	if (mePlayer != 0)
	{
		if(GetAsyncKeyState(VK_CONTROL) &1)
		{
			*(float*)(mePlayer+OFS_NFD) = 100000;
			*(float*)(mePlayer+OFS_Z) = *(float*)(mePlayer+OFS_Z) +70;
		}
	}
}
It lets me jump high, but the no fall damage doesn't work :S

P.S. - I tried to find the thank button but couldn't :/ Where is it? O.o thanks!

EDIT: +Rep
Quote Originally Posted by zooSz View Post
Oh, my, god! It Works

Thanks a ton mate

Also, because your a genius, could you tell me whats wrong with this:

Code:
//No fall damage + Super jump
void NoFall()
{
DWORD mePlayer = *(DWORD*)Playerpointer;
	if (mePlayer != 0)
	{
		if(GetAsyncKeyState(VK_CONTROL) &1)
		{
			*(float*)(mePlayer+OFS_NFD) = 100000;
			*(float*)(mePlayer+OFS_Z) = *(float*)(mePlayer+OFS_Z) +70;
		}
	}
}
It lets me jump high, but the no fall damage doesn't work :S

P.S. - I tried to find the thank button but couldn't :/ Where is it? O.o thanks!

EDIT: +Rep
Define NFD&OFFSET_Z make sure addie is updated.
#define NFD 0xAddie
#define Ofs_Z 0xAddie
Noo..NFD should be Auto so you should do like this.

void Auto()
{
DWORD dwPlayerPtr = *(DWORD*)Addr_Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+NFD) = -200000;
}
and superjump

void Sjump()
{
if(GetAsyncKeyState(VK_LCONTROL)&1)
{
DWORD dwPlayerPtr = *(DWORD*)Addr_Playerpointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+Ofs_Z) = 1500;
}
}
}
Try it..
Wow, +Rep again Works great

Btw.. Is this correct? Because it looks fine yet it doesn't work :P (Teleport)

Code:
int Telx;
int Tely;
int Telz;

void teleport()
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
float PositionY = 0.0; float PositionX = 0.0;float PositionZ = 0.0;
	PositionX = *(float*)(dwPlayerPtr + OFS_X);
	PositionY = *(float*)(dwPlayerPtr + OFS_Y);
	PositionZ = *(float*)(dwPlayerPtr + OFS_Z);
  if(GetAsyncKeyState(VK_F10)&1){
		Telx = PositionX;
		Tely = PositionY;
		Telz = PositionZ;}
  if(GetAsyncKeyState(VK_F11)&1){
		*(float*)(dwPlayerPtr + OFS_X) = Telx;
		*(float*)(dwPlayerPtr + OFS_Y) = Tely;
		*(float*)(dwPlayerPtr + OFS_Z) = Telz;	 
  }}}
Quote Originally Posted by zooSz View Post
Wow, +Rep again Works great

Btw.. Is this correct? Because it looks fine yet it doesn't work :P (Teleport)

Code:
int Telx;
int Tely;
int Telz;

void teleport()
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr != 0)
{
float PositionY = 0.0; float PositionX = 0.0;float PositionZ = 0.0;
	PositionX = *(float*)(dwPlayerPtr + OFS_X);
	PositionY = *(float*)(dwPlayerPtr + OFS_Y);
	PositionZ = *(float*)(dwPlayerPtr + OFS_Z);
  if(GetAsyncKeyState(VK_F10)&1){
		Telx= PositionX;
		Tely= PositionY;
		Telz= PositionZ;}
  if(GetAsyncKeyState(VK_F11)&1){
		*(float*)(dwPlayerPtr + OFS_X) = Telx;
		*(float*)(dwPlayerPtr + OFS_Y) = Tely;
		*(float*)(dwPlayerPtr + OFS_Z) = Telz;	 
  }}}
you should change Int to Float
float Telx;
float Tely;
float Telz;
Hmm, doesn't work but thanks anyway mate

Now I need to find a way to make some sort of anti-kick :/
Quote Originally Posted by xflick13 View Post
you should change Int to Float
float Telx;
float Tely;
float Telz;
Int and Float it won't do diffrents in Teleport i use it with int also the NoRecoil here is mine

Code:
No Menu:
void NoRecoil()
{
DWORD dwPlayerPtr = (DWORD)Addr_PlayerPointer;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr + NoRecoil1) = 0;
*(float*)(dwPlayerPtr + NoRecoil2) = 0;
*(float*)(dwPlayerPtr + NoRecoil3) = 0;
}}

Menu:
if(NoRecoil)
{
*(float*)(dwPlayerPtr + NoRecoil1) = 0;
*(float*)(dwPlayerPtr + NoRecoil2) = 0;
*(float*)(dwPlayerPtr + NoRecoil3) = 0;
}
Enjoy
Quote Originally Posted by sh_z_sektor View Post
Int and Float it won't do diffrents in Teleport i use it with int also the NoRecoil here is mine

Code:
No Menu:
void NoRecoil()
{
DWORD dwPlayerPtr = (DWORD)Addr_PlayerPointer;
if(dwPlayerPtr !=0)
{
*(float*)(dwPlayerPtr + NoRecoil1) = 0;
*(float*)(dwPlayerPtr + NoRecoil2) = 0;
*(float*)(dwPlayerPtr + NoRecoil3) = 0;
}}

Menu:
if(NoRecoil)
{
*(float*)(dwPlayerPtr + NoRecoil1) = 0;
*(float*)(dwPlayerPtr + NoRecoil2) = 0;
*(float*)(dwPlayerPtr + NoRecoil3) = 0;
}
Enjoy
noo int and float is diffrent try to SPELL it.. JOke.
cuz float is working to me i try int its crashed..
xFlick your a good coder!
Do you know where I can find updated addie's?
For what reason does *(DWORD*) stands like that? Why not just DWORD?
I've got the NoRecoil working thanks :P

Does the ForceKick address have anything to do with making an Anti-Kick?
Quote Originally Posted by zooSz View Post
I've got the NoRecoil working thanks :P

Does the ForceKick address have anything to do with making an Anti-Kick?
Anti-kick is patched -.-

or probley can be made but with Bypass and asm and other stuff there is nothing with name impossable
Quote Originally Posted by sh_z_sektor View Post
Anti-kick is patched -.-

or probley can be made but with Bypass and asm and other stuff there is nothing with name impossable
Hmm ok :P

Mabye theres a way to say, constantly start a vote on a random player... That way there will always be a vote going so they can't vote you ;P
i don't understand what you mean but i think it could work :/

like a bot that keep voting on players in room so no one can start a vote?
Quote Originally Posted by sh_z_sektor View Post
i don't understand what you mean but i think it could work :/

like a bot that keep voting on players in room so no one can start a vote?
Yh.. But how? :P

EDIT:

Also, why doesn't this make NoSpread/NoRecoil stick?

Code:
//No Recoil/Spread
void NoRecoil()
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer;
if(dwPlayerPtr!=0){
// on
if(GetAsyncKeyState(VK_F3)){
*(float*)ADR_Spread = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
}
// off
if(GetAsyncKeyState(VK_F4)){
*(float*)(dwPlayerPtr+OFS_NORECOIL1) = 1;
*(float*)(dwPlayerPtr+OFS_NORECOIL2) = 1;
*(float*)(dwPlayerPtr+OFS_NORECOIL3) = 1;
*(float*) ADR_Spread = 1;}
}
}
Its like it only stays on while I hold in F3 :S
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