WarRock Source

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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
Thaaaank You !
Im gonna try to build my hack now >)
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?
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 -.-
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?
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
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