You can do that by searching for the player position
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and find out what writes to it.
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Find out if the instruction is writing to all entities, not only the player.
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Step 2: Find the flag that saperates player/enemy.
You can do that by dissecting the entity structures.
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As you can see, in my case, offset entity+44 works fine.
0xC5 is the player and 0x81 is the enemy
Note those values down.
Step 3: Doing the injection.
Auto assemble at the start of the instructions that write the entity positions (posX)
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and add the remaining instructions for posY and potential posZ if you are in 3D.
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We need to add two functionalities now.
1. save the player position
2. load the enemy position to the saved player position.
I think this part is best shown by commenting my code as an example. (copy into CE editor to get syntax highlighting)
Code: Select all
[ENABLE]
aobscanmodule(INJECT_opk,Engine.dll,F2 0F 10 44 24 40 F2 0F 11 46)
alloc(newmem,$1000,"Engine.dll"+24E3ED)
alloc(container,256) // allocate some memory so we can store data there
label(code)
label(return)
label(save_flag)
label(load_flag)
label(x_pos)
label(y_pos)
registersymbol(save_flag)
registersymbol(load_flag)
registersymbol(x_pos)
registersymbol(y_pos)
container: //this is our container to store flags/player_pos
save_flag:
dd 0
load_flag:
dd 0
x_pos:
dd 0
y_pos:
dd 0
newmem:
cmp [save_flag],1
je save // jmp to save if save_flag is set
cmp [load_flag],1
je load // jmp to load if load_flag is set
jmp code
save: //here we save to current player pos to our container
cmp byte [rsi+44],0xC5 // cmp if instruction is trying to write to
// entity with player flag (step 2)
// (rsi == entitybase)
jne code // jmp to the original code if not
mov [save_flag],(int)0 //reset save flag
movsd xmm0,[rsp+40] // copy this part from the original code but write pos to
movsd [x_pos],xmm0 // our container instead
mov eax,[rsp+48]
mov [y_pos],eax
jmp code // jump back to the original code
load: //here we load the saved player pos to enemies
cmp byte [rsi+44],0x81 // cmp if instruction is trying to write to
// entity with enemy flag (step 2)
// (rsi == entitybase)
jne code // jmp to the original code if not
push rax // push rax on stack so we can work with it
mov rax,[x_pos] // move the player x_pos on rax
mov [rsi+48],rax // and into enemy
mov rax,[y_pos] // move the player y_pos on rax
mov [rsi+50],rax // and into enemy
pop rax // pop rax from stack
jmp return
code:
movsd xmm0,[rsp+40] //X
movsd [rsi+48],xmm0 //X
mov eax,[rsp+48] //Y
mov [rsi+50],eax //Y
jmp return
INJECT_opk:
jmp newmem
db 90 90 90 90 90 90 90 90 90 90 90 90 90
return:
registersymbol(INJECT_opk)
[DISABLE]
INJECT_opk:
db F2 0F 10 44 24 40 F2 0F 11 46 48 8B 44 24 48 89 46 50
unregistersymbol(INJECT_opk)
unregistersymbol(x_pos)
unregistersymbol(y_pos)
unregistersymbol(save_flag)
unregistersymbol(load_flag)
dealloc(container)
dealloc(newmem)
{
// ---------- INJECTING HERE ----------
"Engine.dll"+24A07D: F2 0F 10 44 24 40 - movsd xmm0,[rsp+40]
"Engine.dll"+24A083: F2 0F 11 46 48 - movsd [rsi+48],xmm0
"Engine.dll"+24A088: 8B 44 24 48 - mov eax,[rsp+48]
"Engine.dll"+24A08C: 89 46 50 - mov [rsi+50],eax
// ---------- DONE INJECTING ----------
}
Step 4: Adding hotkeys to save_flag and load_flag.
save:
just add the address "save_flag" to the cheat table and
add hotkey "Set value to: 1"
cause in the script we reset this flag to 0 once player position is saved.
load:
add following auto assemble script so we can toggle the load manually
Code: Select all
[ENABLE]
load_flag:
dd 1
[DISABLE]
load_flag:
dd 0
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Step 5: Enjoy
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