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  1. #1
    nilly's Avatar
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    Updating cubeone.....

    Well I found the auto-nexus code in cubeone and managed to insert it into the current client.

    Code:
    pop
    getlocal0 
    getlex map_
    getproperty player_
    ifne 45
    getlex map_
    getproperty gs_
    getproperty gsc_
    getproperty server_
    getproperty name_
    pushstring Nexus
    ifeq 26
    getlex _-WA //current health variable (name changes with client update)
    convert_d 
    getlex _-PV //max health variable (name changes with client update)
    convert_d 
    divide 
    pushdouble 2 //pushes .5 to stack
    ifgt 11
    getlex map_
    getproperty gs_
    getproperty gsc_
    callpropvoid _-093,0 //name changes with client update
    pushtrue
    The code was changed so that it can be a simple insert into the current client. No need to add strings and what not. This code can be inserted by opening yogda, navigating to com.company.assembleegameclient.objects.player update(), scrolling to the last instruction, right clicking on returnvoid and clicking insert (remember to get rid of comments). The current auto-nexus point is at 50% health for reasons explained below.

    There is one thing I don't understand that maybe one of you and help me with. How would one go about pushing .3 or .25 or whatever onto the stack? I understand for instructions like pushdouble, one would give an integer value that would reference a floating point variable in this thing a called a constant pool. I do not know how to look at this constant pool, make use it, or add to it. Anyone here have experience with this?

    Also, anyone manage to find where cubeone put his aimbot and noclip code in his client?

    ---------- Post added at 01:40 AM ---------- Previous post was at 01:18 AM ----------

    As I was writing the above I thought of a way to get .35 (so the auto-nexus would be set at 35% health).

    Code:
    pop
    getlocal0 
    getlex map_
    getproperty player_
    ifne 50
    getlex map_
    getproperty gs_
    getproperty gsc_
    getproperty server_
    getproperty name_
    pushstring Nexus
    ifeq 31
    getlex _-WA
    convert_d 
    getlex _-PV
    convert_d 
    divide 
    pushbyte 7
    convert_d
    pushbyte 20
    convert_d
    divide
    ifgt 11
    getlex map_
    getproperty gs_
    getproperty gsc_
    callpropvoid _-093,0
    pushtrue

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  3. #2
    059's Avatar
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    I tried looking a while ago, but couldn't find it.

  4. #3
    Dr Donkey Kong's Avatar
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    Quote Originally Posted by nilly View Post
    Well I found the auto-nexus code in cubeone and managed to insert it into the current client.

    Code:
    pop
    getlocal0 
    getlex map_
    getproperty player_
    ifne 45
    getlex map_
    getproperty gs_
    getproperty gsc_
    getproperty server_
    getproperty name_
    pushstring Nexus
    ifeq 26
    getlex _-WA //current health variable (name changes with client update)
    convert_d 
    getlex _-PV //max health variable (name changes with client update)
    convert_d 
    divide 
    pushdouble 2 //pushes .5 to stack
    ifgt 11
    getlex map_
    getproperty gs_
    getproperty gsc_
    callpropvoid _-093,0 //name changes with client update
    pushtrue
    The code was changed so that it can be a simple insert into the current client. No need to add strings and what not. This code can be inserted by opening yogda, navigating to com.company.assembleegameclient.objects.player update(), scrolling to the last instruction, right clicking on returnvoid and clicking insert (remember to get rid of comments). The current auto-nexus point is at 50% health for reasons explained below.

    There is one thing I don't understand that maybe one of you and help me with. How would one go about pushing .3 or .25 or whatever onto the stack? I understand for instructions like pushdouble, one would give an integer value that would reference a floating point variable in this thing a called a constant pool. I do not know how to look at this constant pool, make use it, or add to it. Anyone here have experience with this?

    Also, anyone manage to find where cubeone put his aimbot and noclip code in his client?

    ---------- Post added at 01:40 AM ---------- Previous post was at 01:18 AM ----------

    As I was writing the above I thought of a way to get .35 (so the auto-nexus would be set at 35% health).

    Code:
    pop
    getlocal0 
    getlex map_
    getproperty player_
    ifne 50
    getlex map_
    getproperty gs_
    getproperty gsc_
    getproperty server_
    getproperty name_
    pushstring Nexus
    ifeq 31
    getlex _-WA
    convert_d 
    getlex _-PV
    convert_d 
    divide 
    pushbyte 7
    convert_d
    pushbyte 20
    convert_d
    divide
    ifgt 11
    getlex map_
    getproperty gs_
    getproperty gsc_
    callpropvoid _-093,0
    pushtrue
    you did get all the updated variables as have i, but you're not going to the correct lines on ifne, ifeq, and ifgt. Also depending on where you insert you'll need to update those lines. Currently my only issue is that my auto nexus code is being consumed into the other if, i was drunk doing this so my assumption is it will be easier today.

    Code:
    L501:
    	  getlocal0
    	  getlex			  QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "player_")
          ifne                L523
    
          getlex              QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "gs_")
          getproperty         QName(PackageNamespace(""), "gsc_")
          getproperty         QName(PackageNamespace(""), "server_")
          getproperty         QName(PackageNamespace(""), "name_")
          pushstring          "Nexus"
          ifeq                L523
    
          getlex              QName(PackageNamespace(""), "_-WA")
          convert_d
          getlex              QName(PackageNamespace(""), "_-PV")
          convert_d
          divide
          pushdouble          0.5
          ifgt                L523
    
          getlex              QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "gs_")
          getproperty         QName(PackageNamespace(""), "gsc_")
          callpropvoid        QName(PackageNamespace(""), "_-093"), 0
    It is as easy as abc 123.

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  6. #4
    loldudev5's Avatar
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    Release a new client - it will be very useful for mpgh.net. people are tried from that nexus bug and old version visual.

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  8. #5
    nilly's Avatar
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    Quote Originally Posted by Dr Donkey Kong View Post
    you did get all the updated variables as have i, but you're not going to the correct lines on ifne, ifeq, and ifgt. Also depending on where you insert you'll need to update those lines. Currently my only issue is that my auto nexus code is being consumed into the other if, i was drunk doing this so my assumption is it will be easier today.

    Code:
    L501:
    	  getlocal0
    	  getlex			  QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "player_")
          ifne                L523
    
          getlex              QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "gs_")
          getproperty         QName(PackageNamespace(""), "gsc_")
          getproperty         QName(PackageNamespace(""), "server_")
          getproperty         QName(PackageNamespace(""), "name_")
          pushstring          "Nexus"
          ifeq                L523
    
          getlex              QName(PackageNamespace(""), "_-WA")
          convert_d
          getlex              QName(PackageNamespace(""), "_-PV")
          convert_d
          divide
          pushdouble          0.5
          ifgt                L523
    
          getlex              QName(PackageNamespace(""), "map_")
          getproperty         QName(PackageNamespace(""), "gs_")
          getproperty         QName(PackageNamespace(""), "gsc_")
          callpropvoid        QName(PackageNamespace(""), "_-093"), 0
    The jumps look like they are going to different places because I hand written the jump length so it could be a drop in on yogda. Yogda's syntax is a little different with jumps, values are decimal and not hex. I invite you to try the code out, following the directions I provided. It does function correctly.

    BTW I found what a lot of you guys are looking for and I think I understand why cubeone stopped updating...

    Code:
    function 0000 *(Number):void
     {
     
        // Max stack   	: 16
        // Local count 	: 14
        // Scope depth 	: 16
        // Max Scope depth 	: 18
        // Exception Count 	: 0
        // Trait Count 	: 0
        // Code Length  	: 314 bytes.
     
     
           0  pushfalse	
           1  pushtrue	
           2  setlocal2	
           3  setlocal3	
           4  getlocal0	
           5  pushscope	
           6  getlocal1	
           8  getlex	com.company.assembleegameclient.parameters:Parameters
           10  getproperty	data_
           13  getproperty	cameraAngle
           14  add	
           16  setlocal	7
           18  getlex	map_
           20  getproperty	gs_
           23  getproperty	mui_
           26  getproperty	private:_-bh
           30  iftrue	LOC_1:
           31  pushnull	
           33  coerce	com.company.assembleegameclient.objects:GameObject
           35  setlocal	4
           37  pushbyte	255
           39  setlocal	8
           41  pushbyte	0
           43  setlocal	9
           45  pushbyte	0
           47  setlocal	10
           48  pushnull	
           49  coerce_a	
           51  setlocal	11
           53  pushbyte	0
           55  setlocal	12
           57  pushbyte	0
           59  setlocal	13
           61  pushbyte	0
           63  setlocal	5
           65  getlex	map_
           68  getproperty	goDict_
           69  coerce_a	
           71  setlocal	6
           75  jump	LOC_2:
    LOC_3:
    LOC_7:
           76  label	
           78  getlocal	6
           80  getlocal	5
           81  nextvalue	
           83  coerce	com.company.assembleegameclient.objects:GameObject
           85  setlocal	4
           87  getlocal	10
           89  pushbyte	1
           90  add	
           92  setlocal	10
           94  getlocal	4
           96  getproperty	props_
           99  getproperty	isEnemy_
           103  iffalse	LOC_2:
           105  getlocal	4
           109  callproperty	_-F5,0
           113  iftrue	LOC_2:
           115  getlocal	4
           119  callproperty	_-QL,0
           123  iftrue	LOC_2:
           125  getlocal	4
           129  callproperty	_-Uc,0
           133  iftrue	LOC_2:
           135  getlocal	4
           139  callproperty	isPaused,0
           143  iftrue	LOC_2:
           145  getlex	Math
           147  getlocal	4
           149  getproperty	y_
           151  getlex	y_
           152  subtract	
           153  dup	
           154  multiply	
           156  getlocal	4
           158  getproperty	x_
           160  getlex	x_
           161  subtract	
           162  dup	
           163  multiply	
           164  add	
           168  callproperty	sqrt,1
           169  dup	
           171  setlocal	9
           173  getlex	com.company.assembleegameclient.objects:ObjectLibrary
           176  getproperty	_-jq
           179  getlex	_-jc
           181  pushbyte	0
           184  getproperty	multinameL
           185  convert_i	
           187  getproperty	multinameL
           189  getproperty	multinameL
           192  getproperty	_-qh
           194  pushbyte	0
           196  getproperty	multinameL
           198  getproperty	multinameL
           199  dup	
           201  setlocal	11
           204  getproperty	speed_
           207  pushshort	10000
           208  divide	
           210  getlocal	11
           213  getproperty	lifetime_
           214  multiply	
           218  ifgt	LOC_2:
           220  getlocal	8
           222  pushbyte	255
           226  ifeq	LOC_4:
           228  getlocal	9
           230  getlocal	8
           234  iflt	LOC_4:
           238  jump	LOC_2:
    LOC_4:
           240  getlocal	4
           243  getproperty	_-rF
           244  dup	
           246  setlocal	13
           248  getlocal	12
           252  iflt	LOC_2:
           254  getlocal	13
           256  setlocal	12
           258  getlocal	9
           260  setlocal	8
           262  getlex	Math
           264  getlocal	4
           266  getproperty	y_
           268  getlex	y_
           269  subtract	
           271  getlocal	4
           273  getproperty	x_
           275  getlex	x_
           276  subtract	
           280  callproperty	atan2,2
           282  setlocal	7
           286  jump	LOC_2:
    LOC_2:
           289  hasnext2	6,
           293  iftrue	LOC_3:
           295  kill	6
           297  kill	5
           299  getlocal	12
           301  pushbyte	0
           305  ifeq	LOC_6:
    LOC_1:
           306  getlocal0	
           308  getlocal	7
           312  callpropvoid	private:shoot,1
    LOC_6:
           313  returnvoid	
     }

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  10. #6
    RonaldSeiger's Avatar
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    That is generally what I assume is trying to be achieved here. Otherwise why would such effort be put into this.

    I've been trying to look through it and I knew the variables would be changed, but couldn't find it due to crashing programs, so I gave up. However, seeing as though you two have managed to find the auto-nexus code I'm tempted to take a peek again. I have no idea how to find the aimbot code but my friend thinks it works much like the mobs aiming on you. So surely we could look for something like that?

  11. #7
    nilly's Avatar
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    BTW Kong, what are you using to compile your code?

    ---------- Post added at 03:01 PM ---------- Previous post was at 02:57 PM ----------

    That little code bit I posted a few min. ago is the aimbot code. I've been busy trying to machete that thing out of the old client and dropping it into the new one. I ran into a road block however.

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  13. #8
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    Oh I thought that was the auto-nexus code. Hats off to you.

    EDIT: Oh I get the meaning behind your post now, of course my mistake, it's obvious why he stopped updating. Otherwise he'd have to search for the variable names each time.


    ---------- Post added at 10:17 PM ---------- Previous post was at 09:32 PM ----------

    Note nilly that I'm having trouble doing what you instruct to add the auto-nexus via Yogda. Whenever I run the SWF I get 3 errors.

    I cannot find

    Code:
    com.company.assembleegameclient.objects.player update()
    and the best I can find is

    Code:
    com.company.assembleegameclient.objects:player Super
    Which opens up a branch to other files.
    Last edited by RonaldSeiger; 08-26-2012 at 03:33 PM.

  14. #9
    Dr Donkey Kong's Avatar
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    That isn't all the aimbot code.

    hxxps://******.com/CyberShadow/RABCDAsm
    Last edited by Dr Donkey Kong; 08-26-2012 at 05:25 PM.
    It is as easy as abc 123.

  15. #10
    059's Avatar
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    I could not get rabcdasm to work, yogda is much better in my opinion, it's just much easier.

  16. #11
    nilly's Avatar
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    Quote Originally Posted by RonaldSeiger View Post
    Oh I get the meaning behind your post now, of course my mistake, it's obvious why he stopped updating. Otherwise he'd have to search for the variable names each time.
    Ya, what I think happened was the hack was made more difficult to implement and thus not really worth cubeone's time to update. Just updating the variable names isn't that difficult but have any of you guys notice that in cubeone's hacked client, objects::Player is readily readable by sothink and the same script crashes sothink on the current client? Wild Shadow definitely did something to protect the client from being aimbotted in the way cubeone did it.

    There is a couple of problems I ran into. First, 2 of the variable names seem to have no name making it impossible to implement the hack via yogda directly. The other problem is the hack references 3 multinames that don't seem to have names (or they don't show up). I'm unsure how to locate the correct addresses in the new client for this second part. Another issue is yogda crashes when trying to change the auto shoot script.

  17. #12
    Dr Donkey Kong's Avatar
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    Quote Originally Posted by 059 View Post
    I could not get rabcdasm to work, yogda is much better in my opinion, it's just much easier.
    agreed, but it isn't as powerful. I am writing my changes in ASM this means i can add functions and thereby not have to re-write everything every time.
    It is as easy as abc 123.

  18. #13
    nilly's Avatar
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    BTW RonaldSeiger, the update function is inside player super. Just branch it out and look for the last entry. It should be the update function. Once in there. Scroll to the bottom to find the returnvalue function. Right click it and click insert then paste the code in.

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  20. #14
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    Okay thank you .

    I looked at Rabcdasm as well, it looks interesting but I didn't download it.

    In all fairness I think just an auto-nexus with a configurable point of teleporting would be fine. Aimbotting is nice as it allows you to move without having to concentrate on firing so you're just dodging the bullets, but in all fairness I can live without it. I just hate losing my character. Also that auto-nexus you picked out and inserted via Yogda works very well. Thanks
    Last edited by RonaldSeiger; 08-27-2012 at 08:15 AM.

  21. #15
    UltraN00b's Avatar
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    I have 2 Questions:
    1.How to get the new variable names after each update.
    2.Please release the code to full screen client in Yogda (Less Leechers know how to code (rather insert codes), so I guess it'll be safe for sometime).

    Lastly, the autonexus works great!

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