Does hotmail not work?

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gir489
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Re: Does hotmail not work?

Post by gir489 » Sat Jul 22, 2017 1:34 pm

He hasn't mapped anything for that function, he's just calling the original ASM in his originalcode block.

Most of the ASM is just checking if the call is coming from the player, then setting eax+1d4 to 500.0f. EAX seems to be the player pointer. But this is a common trainer technique, he's found a function that either read the player speed variable, or allowed him access to the base player pointer to where he could manipulate. I'm going to guess the former, considering the amount of callback checks he's doing.

I had to do something similar for my FONV trainer for Infinite ammo:

Code: Select all

ammohook:
mov ecx,[ebp-34] //Original Code.
mov [ecx+04],eax //Original Code.
cmp ebx,#1 //Check if the player is dropping an item from inventory.
je ammoreturn //Return if they are.
push ebx //Preserve EBX to the stack.
mov ebx,[FalloutNV.exe+DDEA3C] //Derefrence the pPlayer address to EBX.
cmp [esp+374],ebx //Check for if pPlayer is on the stack.
pop ebx //Return EBX to its previous state.
jne ammoreturn //If it's not the player, return.
mov edi,[esp+2F4] //Move the original to EDI.
mov [ecx+04],edi //Push EDI in to the ammo address.
mov edi,#0 //Restore EDI.
jmp ammoreturn //Return.

cliphook:
mov ecx,[ebp+08] //Original code.
mov [eax+04],ecx //Original code.
push ebx //Preserve EBX to the stack.
mov ebx,[FalloutNV.exe+DDEA3C] //Derefrence the pPlayer address to EBX.
cmp [esp+1C],ebx //Check for if pPlayer is on the stack.
pop ebx //Return EBX to its previous state.
jne clipreturn //If it's not, return.
cmp [ebp+278],#0 //Check if it's a thrown weapon.
jne clipreturn //If it's not, return.
inc ecx //Add 1 to our shot counter.
mov [eax+04],ecx //Push it to the shot counter address.
jmp clipreturn //Return.
It's just easier to find something like the player's position, find out what manipulates it, find if it has a multiplier (which 9 times out of 10 it will), then either manipulate the multiplier, or add your own. It's a much faster and more reliable method, than trying to find a debug menu which may or may not work or may be missing large chunks of code to even run in the retail build, and then even if it does exist, hope it has the features you want.

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gir489
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Re: Does hotmail not work?

Post by gir489 » Sun Aug 13, 2017 9:20 pm

Not really, since if I want to make a MP cheat, the only other thing I need is the player entity table, which I could find from the player pointer I found when making a trainer. Then drawing/aimbot/whatever else comes from just generic Cheat writing. Aimbot is just all math, drawing you can do through D3D, or reverse how the game is interfacing with drawing and use native drawing, I prefer D3D since it's faster when making a cheat.

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