Thread: Will this work?

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  1. #1
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    Will this work?

    This is the source code for auto wall on cod 4.
    Code:
    Code:
    /************************************************************************/
    /*                                                                      */
    /************************************************************************/
    
    #ifndef _C_AUTOWALL_H_
    #define _C_AUTOWALL_H_
    
    class CAutoWall
    {
    private:
    
    	void	DisableBulletImpacts( );
    	void	DisableBulletTrails( );
    
    	void	EnableBulletImpacts( );
    	void	EnableBulletTrails( );
    
    	void	SetupBulletTrace( bulletTrace_t* btr, vec3_t start, vec3_t end, int skipNum );
    
    
    public:
     
    	CAutoWall( );
    	~CAutoWall( );
    
    	bool	GetRemainingPower( vec3_t vieworg, centity_t* cent, vec3_t origin, float* remainingPower  );
    };
    
    extern CAutoWall AutoWall;
    
    #endif
    
    
    
    
    code:
    CAutoWall::CAutoWall( )
    {
    
    }
    
    // ----------------------------------------------------------------------
    
    CAutoWall::~CAutoWall( )
    {
    
    }
    
    void CAutoWall::SetupBulletTrace( bulletTrace_t* btr, vec3_t start, vec3_t end, int skipNum )
    {
    	btr->worldEntNum = 1022;
    	btr->skipNum = skipNum;
    	btr->power = 1.0f;
    	btr->bulletType = 1;
    	VectorCopy( cg->refdef.Vieworg, btr->vieworg );
    	VectorCopy( start, btr->start );
    	VectorCopy( end, btr->end );
    
    	vec3_t delta;
    	VectorSubtract( end, start, delta );
    
    	vec3_t angles;
    	Math.vectoangles( delta, angles );
    	Math.AngleVectors( angles, btr->viewDirection, NULL, NULL );
    }
    
    void DrawBulletTrajectory( centity_t* cent, int a2, bulletTrace_t* bulletTrace, weapon_t* weapon, vec3_t vieworg, int serverTimeDelta )
    {
    	DWORD dwCallAddr = 0x00455A80;
    	__asm
    	{
    		push	[ serverTimeDelta ];
    		push	[ vieworg ];
    		push	[ weapon ];
    		push	[ bulletTrace ];
    		push	[ a2 ];
    		mov		edi, [ cent ];
    		call	[ dwCallAddr ];
    		add		esp, 0x14;
    	}
    }
    
    void PatchBytes( void * lpAddress, const char * szBytes, int nLen )
    {
    	// Needed by VirtualProtect.
    	DWORD dwBack = 0;
    	VirtualProtect( lpAddress, nLen, PAGE_READWRITE, &dwBack );
    
    	// Write Byte-After-Byte.
    	for( int i = 0; i < nLen; i++ )
    		*( BYTE * )( ( DWORD )lpAddress + i ) = szBytes[ i ];
    
    	// Restore old protection.
    	VirtualProtect( lpAddress, nLen, dwBack, &dwBack );
    }
    
    
    void CAutoWall::DisableBulletImpacts( )
    {
    	PatchBytes( ( void* )0x00455A20, "\xC3", 1 );
    }
    
    // ----------------------------------------------------------------------
    
    void CAutoWall::DisableBulletTrails( )
    {
    	PatchBytes( ( void* )0x00458110, "\xC3", 1 );
    }
    
    // ----------------------------------------------------------------------
    
    void CAutoWall::EnableBulletImpacts( )
    {
    	PatchBytes( ( void* )0x00455A20, "\x8B", 1 );
    }
    
    // ----------------------------------------------------------------------
    
    void CAutoWall::EnableBulletTrails( )
    {
    	PatchBytes( ( void* )0x00458110, "\x83", 1 );
    }
    
    // ----------------------------------------------------------------------
    
    weapon_t**		cg_weapons2			= ( weapon_t** )0x00736DB8;
    
    bool CAutoWall::GetRemainingPower( vec3_t vieworg, centity_t* cent, vec3_t origin, float* remainingPower )
    {
    	bulletTrace_t bulletTrace;
    	SetupBulletTrace( &bulletTrace, vieworg, origin, 0 );
    
    	int serverTimeDelta = cg->nextSnap->serverTime - cg->snap->serverTime;
    
    	if ( serverTimeDelta < 0 )
    		serverTimeDelta = 0;
    
    	DisableBulletImpacts( );
    	DisableBulletTrails( );
    
    	DrawBulletTrajectory( &cg->predictedPlayerEntity, 0, &bulletTrace, cg_weapons2[ cg->predictedPlayerState.weapon ], vieworg, serverTimeDelta );
    
    	EnableBulletImpacts( );
    	EnableBulletTrails( );
    	if ( bulletTrace.skipNum == cent->clientNum )
    	{
    		*remainingPower = bulletTrace.power;
    
    		return true;
    	}
    	else
    	{
    		*remainingPower = 0.0f;
    
    		return false;
    	}
    }
    Last edited by master131; 01-20-2012 at 05:47 PM.

  2. #2
    master131's Avatar
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    Of course it won't work, COD4 and MW3 are different and those addresses are wrong... Also, next time, use a proper code box...

    /closed
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