Maybe youre creating an infinite loop while calling that function?
Post your full code here..
Also I thought that func has got 3 arguements, but not sure.
Its been a long time I hacked CA.
on my s2s hook when i include this like you are sposed to it crashes
return oSendToServer( Messege, Flags );
but when i dont include it the ammo is visual
when it is included it crashes on turn on
btw my hook works its through cshell and on top of that i have a full hs bypass
so im stuck idk whats rong
i hade it working i left for awile my pc was messed with by my stupid brother and it fucks up
Code
Code:int cMisc::SendToServer(ILTMessage_Read *Message, unsigned int flags) { CAutoMessage cMsg; uint8 ID = Message->Readuint8(); if(HackVar.UnlAmmo) { if(ID == 130) { cMsg.Reset(); cMsg.Writeuint8(130); int iCount = 70; if(Message->Size() >= 992) iCount = 97; for(int i = 0; i < iCount; i++) cMsg.Writeuint8(Message->Readuint8()); return oSendToServer( cMsg.Read(), flags ); } } return oSendToServer( Message, flags ); }
Last edited by lilWezy22; 10-19-2013 at 12:48 AM.
Maybe youre creating an infinite loop while calling that function?
Post your full code here..
Also I thought that func has got 3 arguements, but not sure.
Its been a long time I hacked CA.
Last edited by Ch40zz-C0d3r; 10-18-2013 at 05:05 PM.
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
Staff Administrator Since 10.13.2019
Publicist Since 04.04.2015
Middleman Since 04.14.2014
Global Moderator Since 08.01.2013
Premium Since 05.29.2013
Minion+ Since 04.18.2013
Combat Arms Minion Since 12.26.2012
Contributor Since 11.16.2012
Member Since 05.11.2010
here
Code:int cMisc::SendToServer(ILTMessage_Read *Message, unsigned int flags) { CAutoMessage cMsg; uint8 ID = Message->Readuint8(); if(HackVar.UnlAmmo) { if(ID == 130) { cMsg.Reset(); cMsg.Writeuint8(130); int iCount = 70; if(Message->Size() >= 992) iCount = 97; for(int i = 0; i < iCount; i++) cMsg.Writeuint8(Message->Readuint8()); return oSendToServer( cMsg.Read(), flags ); } } return oSendToServer( Message, flags ); }
when do you set oSendToServer as the address of sendtoserver? and is your address correct?
i dont think hooks use the s2s address
u need the s2s address for others like voice spam and respawn but if your hooking it it doesnt need the address atleast not for unlimted ammo i use the addy for unl ammo the ammo addy i tried using the s2s address it has the same results
this return oSendToServer( Message, flags ); = crash
remove this return oSendToServer( Message, flags ); = unl ammo visual
Well the code doesnt tell me what I wanted to know. I mean I have exactly the same code here in my project, the difference is that disav0w and me made this and youre code is c&ped and you dont know how it works...
However, show me your hook (perherps remove some offsets cuz of noobs arround here) and I can tell you whats wrong.
Btw did you try the hook to edit other gamepackets not only shoot/bullet packet id?
Does a log function get called if placed in your hook?
Offtopic: I worked very long on the game but I couldnt fix some annoying bugs.
If I fixed them the game will be ready for an alpha test
Last edited by Ch40zz-C0d3r; 10-20-2013 at 05:36 PM.
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
Staff Administrator Since 10.13.2019
Publicist Since 04.04.2015
Middleman Since 04.14.2014
Global Moderator Since 08.01.2013
Premium Since 05.29.2013
Minion+ Since 04.18.2013
Combat Arms Minion Since 12.26.2012
Contributor Since 11.16.2012
Member Since 05.11.2010
Ch40zz-C0d3r (10-21-2013)
i think thats what he needs to doCode:if(HackVar.unlAmmo) { Misc.SendToServer(Msg.Read(), MESSAGE_GUARANTEED); }
ive been looking this thread over for like a hour so i thought i could help
if im not correct you can help him ive never tryed a s2s hook XD so im just guessing and seeing if it wokrs for him
Last edited by DisOwned; 10-21-2013 at 04:00 AM.
Haha!
They tried to make it harder for you, they changed the size of the message
I cant tell you more, you have to understand the code and what its doing yourself.
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
lel it didn't change, packet size is same, at least for NA.
Lol i think i shall ruin the fun
Sig broke a couple patches ago, so I don't have the current address for hooking or return address, although the length is 22 (0x16)
Thanks to Ch40zz-C0d3r for his epic help and Timboy for helping me update it.Code:__declspec(naked) void SendToServerMidFunction() { static ILTMessage_Read *pMsg; __asm { MOV ECX,DWORD PTR DS:[0x379468B4] //LTClient (Cshell) MOV EDX,DWORD PTR DS:[ECX] MOV pMsg, EAX PUSH 1 PUSH EAX MOV EAX,DWORD PTR DS:[EDX+150] MOV BYTE PTR SS:[ESP+18],1 <----- Message Guaranteed/Integer returned PUSHAD } SendToServerConfiguration(pMsg); //Message_Guaranteed is already moved to stack as shown up above __asm { POPAD JMP dwReturnSendToServer } }
Last edited by arun823; 10-23-2013 at 08:16 PM.
Reversing is the only way to move forward.
Ch40zz-C0d3r (10-24-2013),Skaterforeva1 (10-24-2013),Timboy67678 (08-26-2014)