![]() Lets say I found 3 enemys player bases because that is not a problem, can I work from that? I noticed that they are sequentially layed out, at least that is what it seems.įrom looking at the source it didn't help, I couldn't find any other pointers to other players in the same area of the player pointer. But I'm not sure what you mean with your approach, can you explain it further? Find the function or address that says they are visible and if they are apply some maths. I thought I have to find the player container (in this case it is a vector) and then I can iterate through all enemy's and find their coords. But I'm not sure why would I trace back from this? If you hover on a player (enemy or ally) it does show its name. If you mouse over a teammate, do you see anything on screen? Search for a console command that prints information about your player (or about an enemy player) And thanks for not spoiling it exactly where it is, same reason I didn't looked at the source (yet). Thank you both I bet now I can find it, sometimes it all takes a hint to solve something. But maybe I should look at the source to get a better idea how a game is structured etc. Thank you for this 'lesson', really appreciate it, began to think you neglected me p The idea thinking like a developer worked with finding the sound and delay functions. Use your brain think like the developer then use what you know to fuck the game up ( or improve it ) lol ![]() and you can find nametags from memory like that e.t.c so you could apply same theoryįind the players name and see what accesses it when that name is written in your screen it should should you the function that draws it and does the checks. Like nametags once you find the players name in most games they become printed to the screen when the player is visible. you can manage to force the game to skip this or change the numbers it adds/subtracts to remove the recoil or spread. once you spot the assembly/code that does this. So you can find your angles and see what access/writes to that memory when you shoot your weapon. just to get an idea of how everything work's obviously example as learn more gave you recoil and spread move your player camera when you shoot. ![]() It's nice to study any games ( FPS ) open source code. Thanks man, good idea!ītw when you use CE Find out what writes this address, is it possible to filter it? Or blacklist some you don't want to see? Because it makes the game lagg when in the game loop the adress is witten/accessed every tick. That is so stupid didn't think of that at all. The spread remains "special" (I didn't have a deeper look at it yet).Ī possible way: In the context of the game client process you can call the method yourself (via "player1") and see how the method address is dynamically calculated related to the "player1"-instance.Īs much I appreciate your reply I want to do it with reverse engineering so I can modify other games as well because not every game is opensource p So recoil and kickback will take effect also for the shotgun. The Shotgun (shotgun) class definition inherits the "gun" class, too, but it overrides the weapon::attackphysics method to create the "rays". That's why weapon::attackphysics is used for all of them (C++ class architecture: If not overrided: only one implemented function for each class instance but different data accessible via the this-pointer to say it generally for a specific context). The class of Pistol (pistol), Akimbo (akimbo), Machine guns (subgun, assaultrifle), Sniper Rifle (sniperrifle) and Carbine (carbine) inherits the class gun (which inherits the class weapon) without overriding the weapon::attackphysics method. ![]() Only shotgun has its "special" but accesses also the same method: It's used to calculate the spread, recoil and kickback for Pistol/Akimbo, Machine guns (Assault Rifle and Submachine gun), Carbine and Sniper Rifle. Once you have the address you can prevent the method doing its job. You should have a look at the method weapon::attackphysics from the AssaultCube sourcecode.
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