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Messages - Wendigo

Paginas: [1] 2 3 4
1
Compra / Venta de archivos / Re: MU AutoClicker Elite (Dll)
« Posteado: August 16, 2023, 02:42:19 AM »
30???????????????
Esto es free
 
Yes, yes, it's so weird, why doesn't automatic selection work?
Check it before you throw it away, the auto-selection function doesn't work in it.
As rude as you are, you are a scam, you stole my money, you gave me files, it doesn't work, why :(

You paid me $ 10 for a place of 30, and at the same time I threw you the source code, we did not discuss that I would help you connect, and what you write is that I owe you something, you're wrong, find yourself a slave for this little thing who will do something for you, and better throw this the idea of keeping your server.

2
Season3 / Re: SSeMU Season 3 Ep 1 KOR (Up 37)- Update - Fix Dual Sowrds Cruzado
« Posteado: April 13, 2023, 11:01:00 PM »
Share please someone code for autoclick, fix dualsword, so I can fix it in sources.

.h
Code: [Select]
#pragma once
//---------------------------------------------------------------------------

#ifndef WEAPONFLOAT_H
#define WEAPONFLOAT_H
//---------------------------------------------------------------------------
#define MAX_ITEM (512)
#define STACK_PTR EBP //ok
#define WEAPON_ID_CONTAINER DWORD PTR SS:[EBP+0x1C] //ok
#define OBJ_OFFS 0x289
// ----

#define Naked(Function) void __declspec(naked) Function()

#define RightHandFixup 0x2F0 // ok
#define LeftHandFixup 0x310 // ok
#define WeaponViewFlagFixup -0x1DC //ok
#define HandFlagFixup -0x1E4 // ok
#define SafeZoneFlagFixup -0x5C // ok
// ----
#define SomeVal1Fixup -0x1F0 // ok
#define SomeVal2Fixup -0x1F4 //ok
#define SomeVal3Fixup 8 //
#define SomeVal4 0x0695CA2C ///1.04j
// ----
#define RotFixup -0x2B8  // ok ??
#define TransFixup -0x2AC  // ok
// ----
const int WeaponViewCheck_Hook = 0x00525BC1; ///1.04j 00525BC1 ok
const int WeaponViewCheck_Ret = 0x00525D18; ///1.04j 00525D18 ok
const int SecondWeaponViewCheckReplacedCode_Hook = 0x00525F41; ///1.04j 00525F41 ok
const int SecondWeaponViewCheck_Hook1 = 0x00525DD1+1; ///1.04j 00525DD1 ok
const int SecondWeaponViewCheck_Hook2 = 0x00525DDE+1; ///1.04j 00525DDE ok
const int SecondWeaponViewCheck_Ret = 0x00525F50; ///1.04j 00525F50 ok
const int SecondWeaponViewFix_Hook = 0x0051D071; ///1.04j 0051D071 ok
const int SecondWeaponViewFix_Ret = 0x0051D076; ///1.04j 0051D076 ok
// ----
const int RotateFunc = 0x006F5B43; ///1.04j 006F5B43 ok
const int TransFunc = 0x006F5C91; ///1.04j 006F5C91 ok
//---------------------------------------------------------------------------

void cWeaponFloatLoad();
void WeaponViewCheck();
void SecondWeaponViewCheck();
void SecondWeaponViewCheckReplacedCode();
void SecondWeaponViewFix();
//---------------------------------------------------------------------------

#endif
//---------------------------------------------------------------------------

.cpp
Code: [Select]
#include "stdafx.h"
#include "Util.h"
#include "Shield.h"
#include "Offset.h"

DWORD SecondWeaponFixVal = 0;
DWORD IsShield = 0;
DWORD s_eax, s_ecx, s_edx;

void cWeaponFloatLoad()
{
SetJmp((LPVOID)WeaponViewCheck_Hook, (LPVOID)WeaponViewCheck);
SetJmp((LPVOID)SecondWeaponViewFix_Hook, (LPVOID)SecondWeaponViewFix);
SetJmp((LPVOID)SecondWeaponViewCheckReplacedCode_Hook, (LPVOID)SecondWeaponViewCheckReplacedCode);
// ----
//HookThis((DWORD)SecondWeaponViewCheck, SecondWeaponViewCheck_Hook1);
//HookThis((DWORD)SecondWeaponViewCheck, SecondWeaponViewCheck_Hook2);
}

Naked(WeaponViewCheck)
{
_asm
{
MOV BYTE PTR SS : [EBP + WeaponViewFlagFixup] , 0
CMP DWORD PTR SS : [EBP + SafeZoneFlagFixup] , 0
JE WEAPON_CHECK
MOV BYTE PTR SS : [EBP + WeaponViewFlagFixup] , 1
// ----
WEAPON_CHECK :
MOV EAX, DWORD PTR SS : [EBP + 8]
CMP DWORD PTR SS : [EBP + HandFlagFixup] , 0
JNZ LEFT_HAND
// ----
MOVSX ECX, WORD PTR DS : [EAX + RightHandFixup]
CMP ECX, ITEMGET(7, 0) + OBJ_OFFS
JGE NO_DISPLAY
// ----
CMP ECX, ITEMGET(4, 15) + OBJ_OFFS
JE DISPLAY_WEAPON
JMP END_CHECK
// ----
LEFT_HAND :
MOVSX ECX, WORD PTR DS : [EAX + LeftHandFixup]
// ----
CMP ECX, ITEMGET(7, 0) + OBJ_OFFS
JGE NO_DISPLAY
// ----
CMP ECX, ITEMGET(4, 7) + OBJ_OFFS //4,7
JE DISPLAY_WEAPON
JMP END_CHECK
// ----
DISPLAY_WEAPON :
MOV BYTE PTR SS : [EBP + WeaponViewFlagFixup] , 1
JMP END_CHECK
// ----
NO_DISPLAY :
MOV BYTE PTR SS : [EBP + WeaponViewFlagFixup] , 0
// ----
END_CHECK :
jmp WeaponViewCheck_Ret
}
}

Naked(SecondWeaponViewCheck)

{
_asm
{
CMP DWORD PTR SS : [EBP + HandFlagFixup] , 0
JNZ END_CHECK
// ----
MOV DWORD PTR SS : [EBP + HandFlagFixup] , 1
MOV SecondWeaponFixVal, 1 // mudando de 1 para 0 SM, ELF, BK , DL e MG Usam 1 espada e 1 escudo perfeitos apenas nгo ficou com 2 espadas cruzadas
// ----
JMP WeaponViewCheck
// ----
END_CHECK :
MOV SecondWeaponFixVal, 0
jmp SecondWeaponViewCheck_Ret
}
}

Naked(SecondWeaponViewCheckReplacedCode)

{
_asm
{
MOV EDX, DWORD PTR SS : [EBP + SomeVal1Fixup]
MOV EAX, DWORD PTR SS : [EBP + SomeVal2Fixup]
MOV DWORD PTR DS : [EDX + SomeVal3Fixup] , EAX
JMP SecondWeaponViewCheck
}
}

Naked(SecondWeaponViewFix)
{
_asm
{
MOV IsShield, 0 // Mudando aqui de 0 para 1 ficou 1 espada e escudo ok e arcos de elf ok , so nгo ficou 2 espadas cruzadas e outros char bugou
// ----
CMP WEAPON_ID_CONTAINER, ITEMGET(6, 0) + OBJ_OFFS
JL FLIP_CHECK
CMP WEAPON_ID_CONTAINER, ITEMGET(7, 0) + OBJ_OFFS
JGE FLIP_CHECK
// ----
MOV IsShield, 1
// ----
CMP WEAPON_ID_CONTAINER, ITEMGET(6, 16) + OBJ_OFFS
JNZ CHECK_SHIELD_14_15
// ----
MOV DWORD PTR SS : [STACK_PTR + RotFixup] , 0x41F00000
MOV DWORD PTR SS : [STACK_PTR + RotFixup + 4] , 0
MOV DWORD PTR SS : [STACK_PTR + RotFixup + 8] , 0x42B40000
LEA EDX, DWORD PTR SS : [STACK_PTR + TransFixup]
LEA EAX, DWORD PTR SS : [STACK_PTR + RotFixup]
PUSH EDX
PUSH EAX
CALL RotateFunc
ADD ESP, 8
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x0C] , 0xC1A00000
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x1C] , 0
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x2C] , 0xC1A00000
// ----
JMP FLIP_CHECK
// ----
CHECK_SHIELD_14_15 :
CMP WEAPON_ID_CONTAINER, ITEMGET(6, 15) + OBJ_OFFS
JE SHIELD_14_15
CMP WEAPON_ID_CONTAINER, ITEMGET(6, 14) + OBJ_OFFS
JNZ CHECK_SHIELD_6
// ----
SHIELD_14_15 :
MOV DWORD PTR SS : [STACK_PTR + RotFixup] , 0x42480000
MOV DWORD PTR SS : [STACK_PTR + RotFixup + 4] , 0
MOV DWORD PTR SS : [STACK_PTR + RotFixup + 8] , 0x42B40000
LEA EDX, DWORD PTR SS : [STACK_PTR + TransFixup]
LEA EAX, DWORD PTR SS : [STACK_PTR + RotFixup]
PUSH EDX
PUSH EAX
CALL RotateFunc
ADD ESP, 8
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x0C] , 0xC1E00000
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x1C] , 0
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x2C] , 0xC1C80000
// ----
JMP FLIP_CHECK
// ----
CHECK_SHIELD_6 :
// ----
CMP WEAPON_ID_CONTAINER, ITEMGET(6, 6) + OBJ_OFFS
JNZ SET_SHIELD
// ----
MOV DWORD PTR SS : [STACK_PTR + RotFixup] , 0x41F00000
MOV DWORD PTR SS : [STACK_PTR + RotFixup + 4] , 0
MOV DWORD PTR SS : [STACK_PTR + RotFixup + 8] , 0x42B40000
LEA EDX, DWORD PTR SS : [STACK_PTR + TransFixup]
LEA EAX, DWORD PTR SS : [STACK_PTR + RotFixup]
PUSH EDX
PUSH EAX
CALL RotateFunc
ADD ESP, 8
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x0C] , 0xC1700000
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x1C] , 0
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x2C] , 0xC1C80000
// ----
JMP FLIP_CHECK
// ----
SET_SHIELD :
// ----
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x0C] , 0xC1200000
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x1C] , 0
MOV DWORD PTR SS : [STACK_PTR + TransFixup + 0x2C] , 0
// ----
FLIP_CHECK :
CMP IsShield, 1  // BUG ITENS padrгo 1
JE EXIT
CMP SecondWeaponFixVal, 0
JE EXIT
SUB ESP, 0x3C
MOV DWORD PTR SS : [ESP + 0x30] , 0x43110000
MOV DWORD PTR SS : [ESP + 0x34] , 0
MOV DWORD PTR SS : [ESP + 0x38] , 0x43898000
LEA EAX, DWORD PTR SS : [ESP]
LEA ECX, DWORD PTR SS : [ESP + 0x30]
PUSH EAX
PUSH ECX
CALL RotateFunc
ADD ESP, 8
// ----
MOV DWORD PTR SS : [ESP + 0x0C] , 0
MOV DWORD PTR SS : [ESP + 0x1C] , 0x41200000
MOV DWORD PTR SS : [ESP + 0x2C] , 0xC1F00000
LEA EDX, DWORD PTR SS : [STACK_PTR + TransFixup]
LEA EAX, DWORD PTR SS : [ESP]
LEA ECX, DWORD PTR SS : [STACK_PTR + TransFixup]
PUSH EDX
PUSH EAX
PUSH ECX
CALL TransFunc
ADD ESP, 0x48
// ----
EXIT :
PUSH SomeVal4
JMP SecondWeaponViewFix_Ret
}
}




Autoclick

Code: [Select]
LRESULT CALLBACK KeyboardProc(int nCode,WPARAM wParam,LPARAM lParam) // OK
{
if(nCode == HC_ACTION)
{
if(((DWORD)lParam & (1 << 30)) != 0 && ((DWORD)lParam & (1 << 31)) != 0 && GetForegroundWindow() == *(HWND*)(MAIN_WINDOW))
{
else if (wParam == VK_F10)
{
if (AutoClick[1] == false) // Right
{
AutoClick[0] = !AutoClick[0];
AutoClick[2] = false;

if (AutoClick[0] == false)  // Left
{
KillTimer(Window, AUTOCLICK_LEFT);
SendMessage(Window, WM_LBUTTONUP, NULL, NULL);
}
else
{
SetTimer(Window, AUTOCLICK_LEFT, 100, NULL);
}
}
}

else if (wParam == VK_F11)
{
if (AutoClick[0] == false) // Left
{
AutoClick[1] = !AutoClick[1];
AutoClick[2] = false;

if (AutoClick[1] == false)  // Right
{
KillTimer(Window, AUTOCLICK_RIGHT);
SendMessage(Window, WM_RBUTTONUP, NULL, NULL);
}
else
{
SetTimer(Window, AUTOCLICK_RIGHT, 100, NULL);
}
}
}


3
Sources Generales / Re: Click to Website for emu
« Posteado: March 12, 2023, 09:36:23 AM »
ShellExecuteA(NULL,"open","https://tuservermu.com.ve",NULL,NULL,SW_SHOWNORMAL);  ????

4
Sources Generales / Re: Sourcer 1.01T FireTeam
« Posteado: August 02, 2022, 06:56:08 PM »
what visual studio should i use for this source code?
2015

5
Sources Generales / Re: Source S3 TAI 1.02p
« Posteado: July 04, 2022, 09:58:43 PM »
bug o error:
No dropea ningun item (por mas que se configure)
No muestra la experiencia ganada







Experience shows that drop-down items are easy to fix

6
Compra / Venta de archivos / Re: Looking for a developer
« Posteado: July 04, 2022, 06:36:25 PM »
Старые кончились ?)

7
Season3 / Re: Server Files S3 TAI 1.02p + Source
« Posteado: July 04, 2022, 06:33:23 PM »
Si! justo estoy probando con el pentium tools. Disculpa tantas preguntas, me podrías decir exactamente que opción buscar o por cual me guio para corregir estos errores. Ya se cuales son todos los set que tienen ese problema.
Gracias.
Son excelentes files y cliente.






Can 't fix such an easy mistake ?

9
Swords / Re: Flameberge animation
« Posteado: May 06, 2022, 02:16:49 PM »
need a code to load the animation

10
Papelera de reciclaje General / Re: Season 3 (Reedlan) - 1.02.11
« Posteado: April 23, 2022, 08:20:43 AM »
@Wendigo I dont understund your post ? what you want say from show that picture ?
Need a design evaluation

11
Papelera de reciclaje General / OFF TOPIC 123
« Posteado: April 18, 2022, 03:09:25 AM »
123

12
NPCs / Re: Nude Barmaid
« Posteado: April 18, 2022, 02:49:08 AM »

13
Al fin un buen aporte ;)

share source+server+client season 4.6

Ты постоянно что то просишь,а сервера так и не видно )
не переживай уже на подходе.......
Ждем,отпиши как откроешь )
ничего особенного обычный 3 сезон в стандарт режиме без каких либо плюшек)
Как думаешь на долго хватит ?)

14
Al fin un buen aporte ;)

share source+server+client season 4.6

Ты постоянно что то просишь,а сервера так и не видно )
не переживай уже на подходе.......
Ждем,отпиши как откроешь )

15
Al fin un buen aporte ;)

share source+server+client season 4.6

Ты постоянно что то просишь,а сервера так и не видно )

16
Ya estamos UPDATE 42 (2.0.7)
xD

It's a matter of time, wait a bit)

17
Hello to all those who bought these files   dance

18
Set / Re: Skin Set Grand Soul Rosado
« Posteado: March 14, 2022, 01:00:56 PM »





19
Sources Generales / Re: Button Character S13 (1.04j/S3) - Kapocha
« Posteado: February 26, 2022, 11:35:35 PM »
Que sistema magnífico, parabéns Kapocha!

Bom, eu não estou no meu PC principal pois estou viajando mas fiz rapidamente com que o sistema tivesse o "giro do personagem 360".

Segue um vídeo e a função

Code: [Select]
void CharacterSelect360()
{
int Model;

for (int i = 0; i < 5; i++)
{
Model = 1148 * i + *(int*)0x74D2B28;
*(float *)(Model + 36) = *(float *)(Model + 36) + 5.0;  //AQUI É A VELOCIDADE DO GIRO DA 360
}
}

em void ButtonCharacter(), adicionar:

Code: [Select]
	CharacterSelect360();



Espero que sirva. Abraço!

Para que se mueva solamente al apuntar hacia el personaje y que vuelva cuando se deja de apuntar

Code: [Select]
void CharacterSelect360()
{
int Model;
for (int i = 0; i < MAX_CHARACTER; i++)
{
Model = 1148 * i + *(int*)0x74D2B28;
if(SelectedCharacter == i)
{
*(float *)(Model + 36) = *(float *)(Model + 36) + 5.0;  //AQUI É A VELOCIDADE DO GIRO DA 360
}
else
{
*(float *)(Model + 36) = 50;
}
}
}
por alguna razon extraña, cuando agrego esto mi main no se ejecuta xd por que seria?

Code: [Select]

void ButtonCharacter()
{
        CharacterSelect360();    //<<<<---------
BeginBitmap();


20
Sources Generales / Re: Button Character S13 (1.04j/S3) - Kapocha
« Posteado: February 23, 2022, 04:33:24 PM »

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