Frendly Chemist wrote: ↑Tue Apr 12, 2022 8:25 pm
Question... in previous versions, there was a function implemented by Alvink called Autokill enemy, is there an opportunity to implement it right now? I rummaged through the memory files and somehow could not find the parameter responsible for this, here is the code made by the author in previous versions to update the game 2.5
...
nscreenkill:
cmp [rsp+80],UnityPlayer.dll+1B00270
jne @f
movsd xmm0,[set_newDeathZone]
movsd [rbx+58],xmm0
resscreenkill:
..
I'll try to dig around some more, maybe I'll find it, there's just no time, work, maybe who knows will take it up... And so I will try it myself, maybe over time I will achieve something
Hey there Frendly Chemist
I was on it, however, only very occasionally.
It needs more tracing ( at least on my side )
Here's some info ( maybe it comes in handy )
the
UnityPlayer.dll+1B00270
in:
Code: Select all
nscreenkill:
cmp [rsp+80],UnityPlayer.dll+1B00270
jne @f
movsd xmm0,[set_newDeathZone]
movsd [rbx+58],xmm0
resscreenkill:
Was the pointer to the player health address ( in 2.5 ) which is now obsolete.
You can now use "
[aophp]
" ( which is filled by turning "God Mode" on )
so you get what AlvinC did:
Code: Select all
nscreenkill:
//cmp [rsp+80],UnityPlayer.dll+1B00270
push rax
mov rax, [aophp]
cmp [rsp+80],rax
pop rax
je @f
movsd xmm0,[set_newDeathZone]
movsd [rbx+58],xmm0
resscreenkill:
The only problem now is that the
[rsp+80]
is faulty (-edit- or something else has changed ...)
Because the player is also killed eventually...
My plan was
- to trace and fix that
- seperate the filling of the player health ptr from the "God Mode" and turn it into an always on hook
But again
For me it has very little priority
So please any help is welcome !