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  1. #31
    K2Widowmaker's Avatar
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    Hey thanks for the re-upload I'll check it out when its approved.

  2. #32
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    Cheat is raw. Lots of bugs. Limited resourses, players can see a nickname even if its empty, you can not put blocks in another player protected territory. Please fix it and add uber damage.
    Last edited by bongobongo; 12-11-2014 at 11:43 AM.

  3. #33
    Ziltch's Avatar
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    Quote Originally Posted by Fearswoop View Post
    HERE IS WHAT I DID

    Description of the event
    true : return true
    false : return false
    {} : empty function/void
    rem : removed (line)
    repl : replaced (line)

    Changes compared to the original DLL
    code://Assembly-CSharp::00a761881d5bd7cb/AdminTools/IsAdmin(String):Boolean : true
    code://Assembly-CSharp::00a761881d5bd7cb/EACModule/IsAntiCheatEnabled():Boolean : true
    code://Assembly-CSharp::00a761881d5bd7cb/CD6AA/IsUserAllowed(String):Boolean : true
    code://Assembly-CSharp::00a761881d5bd7cb/CD6AA/IsOwner(String):Boolean : true
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/dropItemOnQuit() : {}
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/dropItemOnDeath() : rem: this.dropBackpack(false)
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/DamageEntity(322AA,Int32,Boolean):Int32 : repl "_criticalHit" => "true"
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/GetMapIconColor():UnityEngine.Color : repl "return color.white" => "return color.cyan"
    code://Assembly-CSharp::00a761881d5bd7cb/5H2AA/.ctor() : repl "this.jumpMotionYValue = 0.419f;" => "this.jumpMotionYValue = 0.8f;"
    code://Assembly-CSharp::00a761881d5bd7cb/GameManager/Awake() : repl "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, false);" => "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, true);"
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayer/IsDrawMapIcon():Boolean : true
    code://Assembly-CSharp::00a761881d5bd7cb/C03AA/IsDrawMapIcon():Boolean : true
    So I tried my hand at rolling my own assembly file. Thanks again for posting your changes Fearswoop. For the most part I only used the changes you posted above except for the following:

    --Item Drops--
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/dropItemOnQuit() : {}
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/dropItemOnDeath() : rem: this.dropBackpack(false)
    --Crits--
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/DamageEntity(322AA,Int32,Boolean):Int32 : repl "_criticalHit" => "true"
    --Mad Hops--
    code://Assembly-CSharp::00a761881d5bd7cb/5H2AA/.ctor() : repl "this.jumpMotionYValue = 0.419f;" => "this.jumpMotionYValue = 0.8f;"

    Unfortunately I've run into two bugs. I can't open a Creative Menu and I can't place blocks on claimed land. I'v checked my changes for typos and think everything is ok. Can anyone point me in the right direction to fixing this?

  4. #34
    K2Widowmaker's Avatar
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    Can a moderator please approve this.

  5. #35
    donskank's Avatar
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    guns not working error

  6. #36
    Fearswoop's Avatar
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    Quote Originally Posted by bongobongo View Post
    Cheat is raw. Lots of bugs. Limited resourses, players can see a nickname even if its empty, you can not put blocks in another player protected territory. Please fix it and add uber damage.
    I'm doing my best. If it's not enough You can make your own hack by yourself.

    ..and that's not a bug that you can't place blocks on territory claimed by somebody else.

  7. #37
    Fearswoop's Avatar
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    Quote Originally Posted by donskank View Post
    guns not working error
    It was my bad, I inadvertently posted a version with some of my unlimited ammo testings. The corrected version is posted to the second page of this thread. Currently that version is still waiting to be approved.

  8. #38
    Fearswoop's Avatar
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    Quote Originally Posted by Ziltch View Post
    So I tried my hand at rolling my own assembly file. Thanks again for posting your changes Fearswoop. For the most part I only used the changes you posted above except for the following:

    --Item Drops--
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/dropItemOnQuit() : {}
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/dropItemOnDeath() : rem: this.dropBackpack(false)
    --Crits--
    code://Assembly-CSharp::00a761881d5bd7cb/EntityPlayerLocal/DamageEntity(322AA,Int32,Boolean):Int32 : repl "_criticalHit" => "true"
    --Mad Hops--
    code://Assembly-CSharp::00a761881d5bd7cb/5H2AA/.ctor() : repl "this.jumpMotionYValue = 0.419f;" => "this.jumpMotionYValue = 0.8f;"

    Unfortunately I've run into two bugs. I can't open a Creative Menu and I can't place blocks on claimed land. I'v checked my changes for typos and think everything is ok. Can anyone point me in the right direction to fixing this?
    I guess you have some errors on your IL sourcecode. It's not so easy to modify those IL lines without messing up the stacks. That is why I do a one change at a time and then test out the code on server.

  9. The Following User Says Thank You to Fearswoop For This Useful Post:

    Ziltch (12-11-2014)

  10. #39
    Ziltch's Avatar
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    Thx, I'll try testing a line at a time.

    Quote Originally Posted by Fearswoop View Post
    ..and that's not a bug that you can't place blocks on territory claimed by somebody else.
    Was this feature not included in this version? I thought that like in your previous version we could drop blocks on other players claimed land. I ask because this was one issue I was having with my own code.

    code://Assembly-CSharp::00a761881d5bd7cb/GameManager/Awake() : repl "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, false);" => "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, true);"
    I'm I correct in assuming this change is what enables Creative Mode (U)?

  11. #40
    Ziltch's Avatar
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    Quote Originally Posted by Fearswoop View Post
    Sorry, that is my bad. I'll attach the corrected DLL file to this post.

    Do you need to upload new scans for them to approve?

  12. #41
    lordxchris's Avatar
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    Quote Originally Posted by Fearswoop View Post
    I think that it's this line: code://Assembly-CSharp::00a761881d5bd7cb/GameManager/Awake() : repl "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, false);" => "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, true);"

    I just set the debug mode to be turned on at default when the game starts. That will do a lot of things and is the most important line to change.
    Sorry im a bit new to DLL editing how do I do this? Im using .net reflector with reflexi and this is what i get

    https://gyazo.com/d879e2ce7a6c06e6c3c03ecf7c3c66c7

  13. #42
    SuperHeores56's Avatar
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    ItemActionAttack.GetBlockDamage [ldc.r4 > single > #]
    ItemActionAttack.GetEntityDamage [ldc.r4 > single > #]

    I can not modify this module, can you tell me how to modify it? I do not know what is meant by two (single > #) ????

  14. #43
    sirbrando's Avatar
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    Quote Originally Posted by Fearswoop View Post
    Sorry, that is my bad. I'll attach the corrected DLL file to this post.

    What change did you make to fix the Console error? Is there a way I could do it myself? Can't believe how long we're waiting for an approval.

  15. #44
    Lovroman's Avatar
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    I'm sorry for the slow approval.
    //Approved

  16. #45
    Fearswoop's Avatar
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    Quote Originally Posted by lordxchris View Post
    Sorry im a bit new to DLL editing how do I do this? Im using .net reflector with reflexi and this is what i get

    https://gyazo.com/d879e2ce7a6c06e6c3c03ecf7c3c66c7
    The location of the sub process / function: code://Assembly-CSharp::00a761881d5bd7cb/GameManager/Awake()
    The action what to do: repl (means that I replaced tha quotet text to another)
    Replaced "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, false);" to "GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, true);"

    The image you posted shows that you have navigated in EnumGamePrefs.DebugMenuEnabled instead of GameManager.Awake()

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