Disconnected from server.

Posts 16–30 of 52 · Page 2 of 4
I known your Error. I have same Problem. But Easy to fix.
You need check MainLogin == 1 Then Create Backup. Make sure no cheat is running. All Disabled. Only BackupThread running.
Here My Detector.

Code:
int g_Misc::SetAllThread(LPDIRECT3DDEVICE9 pDevice)
{
	char	p_CShell[] = "pShell.dll";p_CShell[0] = 'c';
	unsigned long g_CShell = (unsigned long)GetModuleHandleA(p_CShell);
	if(g_CShell!=NULL)
	{
		unsigned long IsReadyRoom = *(unsigned long*)( g_CShell + Debug_003 );
		if(IsReadyRoom == 1) // Is Login Main
		{
			cMisc.pWeaponBack()	;
		}
		else
		{
			cMisc.WCheat()			;
		}
	}
	return 0;
}
Quote Originally Posted by ***** View Post
I known your Error. I have same Problem. But Easy to fix.
You need check MainLogin == 1 Then Create Backup. Make sure no cheat is running. All Disabled. Only BackupThread running.
Here My Detector.

Code:
int g_Misc::SetAllThread(LPDIRECT3DDEVICE9 pDevice)
{
	char	p_CShell[] = "pShell.dll";p_CShell[0] = 'c';
	unsigned long g_CShell = (unsigned long)GetModuleHandleA(p_CShell);
	if(g_CShell!=NULL)
	{
		unsigned long IsReadyRoom = *(unsigned long*)( g_CShell + Debug_003 );
		if(IsReadyRoom == 1) // Is Login Main
		{
			cMisc.pWeaponBack()	;
		}
		else
		{
			cMisc.WCheat()			;
		}
	}
	return 0;
}
Thank you very much but how to find Debug_003 ??
also can you show us how do you back up values ?
only one example (no reload),please ?
Quote Originally Posted by OneCa View Post
...also can you show us how do you back up values ?
only one example (no reload),please ?
its easy to bypass it, the problem is that you don't yet understand how their system works...

here is how you will make the backup of original value.

Code:
struct CVar
{
	int iVar[ 100 ];
};

struct CBackup
{
	float fValue[ 100 ];
	bool  Once;
};

class CMemory
{
public:
	DWORD CShell, 
              ClientFX;

	CBackup backup;
	CVar var;
}
*pMemory;

void WINAPI startHacks( void )
{
	pMemory = new CMemory();

	while( 1 )
	{
		pMemory->CShell = ( DWORD ) GetModuleHandle( "CShell.dll" );

		if( pMemory->CShell != 0 )
		{
			pMemory->ClientFX = ( DWORD ) GetModuleHandle( "ClientFX.fxd" );

			if( pMemory->ClientFX )
			{
				DWORD WeaponManager = *( DWORD * ) ( pMemory->CShell + ADDR_WEAPONMANAGER );

				if( !pMemory->backup.Once )
				{
					for( int i = 0; i < 1757; i++ )
					{
						CWeapon *pWeapon = pWeapon->GetWeaponByIndex( i, WeaponManager );

						if( pWeapon != 0 )
						{
							pMemory->backup.fValue[ 0 ] = pWeapon->ReloadAnimRatio; //Backup of the original value in 'fValue' vector.
						}
					}

                                        pMemory->backup.Once = 1;
				}

				if( pMemory->backup.Once != 0 )
				{
					for( int i = 0; i < 1757; i++ )
					{
						CWeapon *pWeapon = pWeapon->GetWeaponByIndex( i, WeaponManager );

						if( pWeapon != 0 )
						{
							if( pMemory->var.iVar[ 0 ] != 0 )
								pWeapon->ReloadAnimRatio = 9.0f;
							else
								pWeapon->ReloadAnimRatio = pMemory->backup.fValue[ 0 ]; // Restore the original value.
						}
					}
				}
			}
		}

		Sleep( 100 );
	}
}
And what about us?
We RUCF in the login and password entered is not in the game, and in the launcher, and after the launch, we immediately find ourselves on selecting a server.
Here is a video how we run CF. ht tps://yo utu.be/oRxCFlc10S8
Quote Originally Posted by luizimloko View Post


its easy to bypass it, the problem is that you don't yet understand how their system works...

here is how you will make the backup of original value.

Code:
struct CVar
{
	int iVar[ 100 ];
};

struct CBackup
{
	float fValue[ 100 ];
	bool  Once;
};

class CMemory
{
public:
	DWORD CShell, 
              ClientFX;

	CBackup backup;
	CVar var;
}
*pMemory;

void WINAPI startHacks( void )
{
	pMemory = new CMemory();

	while( 1 )
	{
		pMemory->CShell = ( DWORD ) GetModuleHandle( "CShell.dll" );

		if( pMemory->CShell != 0 )
		{
			pMemory->ClientFX = ( DWORD ) GetModuleHandle( "ClientFX.fxd" );

			if( pMemory->ClientFX )
			{
				DWORD WeaponManager = *( DWORD * ) ( pMemory->CShell + ADDR_WEAPONMANAGER );

				if( !pMemory->backup.Once )
				{
					for( int i = 0; i < 1757; i++ )
					{
						CWeapon *pWeapon = pWeapon->GetWeaponByIndex( i, WeaponManager );

						if( pWeapon != 0 )
						{
							pMemory->backup.fValue[ 0 ] = pWeapon->ReloadAnimRatio; //Backup of the original value in 'fValue' vector.
						}
					}

                                        pMemory->backup.Once = 1;
				}

				if( pMemory->backup.Once != 0 )
				{
					for( int i = 0; i < 1757; i++ )
					{
						CWeapon *pWeapon = pWeapon->GetWeaponByIndex( i, WeaponManager );

						if( pWeapon != 0 )
						{
							if( pMemory->var.iVar[ 0 ] != 0 )
								pWeapon->ReloadAnimRatio = 9.0f;
							else
								pWeapon->ReloadAnimRatio = pMemory->backup.fValue[ 0 ]; // Restore the original value.
						}
					}
				}
			}
		}

		Sleep( 100 );
	}
}

sir lui it's the same structure of my backup but even backup weaponmgr after log in, it takes like 1 to 2 rounds of a game then disconnected server
Quote Originally Posted by ***** View Post
I known your Error. I have same Problem. But Easy to fix.
You need check MainLogin == 1 Then Create Backup. Make sure no cheat is running. All Disabled. Only BackupThread running.
Here My Detector.

Code:
int g_Misc::SetAllThread(LPDIRECT3DDEVICE9 pDevice)
{
	char	p_CShell[] = "pShell.dll";p_CShell[0] = 'c';
	unsigned long g_CShell = (unsigned long)GetModuleHandleA(p_CShell);
	if(g_CShell!=NULL)
	{
		unsigned long IsReadyRoom = *(unsigned long*)( g_CShell + Debug_003 );
		if(IsReadyRoom == 1) // Is Login Main
		{
			cMisc.pWeaponBack()	;
		}
		else
		{
			cMisc.WCheat()			;
		}
	}
	return 0;
}
It has no effect on RUCF(
Here.
Address VTC CrossFire

Code:
#define Debug_003		0x00C1A2B8 // A3 ?? ?? ?? ?? 89 44 24 ?? E8 ?? ?? ?? ?? 8B
@luizimloko
Him Backup Value's working. But Him need check or set Backup before run the VOID hack.
I think you have not understood.
Disconnects comes at a time when we are trying to play, enable \ disable functions.
if (MaxRange> 0)
* (Float *) (Weapon + Range) = 99999;
else
* (Float *) (Weapon + Range) = RangeOld [i];


if at the time to put the server selection * (float *) (Weapon + Range) = 99999; and do not change, then the server does not disable us.
Quote Originally Posted by ***** View Post
Here.
Address VTC CrossFire

Code:
#define Debug_003		0x00C1A2B8 // A3 ?? ?? ?? ?? 89 44 24 ?? E8 ?? ?? ?? ?? 8B
@luizimloko
Him Backup Value's working. But Him need check or set Backup before run the VOID hack.
for CFPH

#define Debug_003 0xB58D3C

this one works great. tried for 15 minutes with 3 functions , im going to test it to my other functions too . thanks sir @HL. also added to credit list
Thanks @Luizimloko.
@***** I still have the same problem if I changed the values in-game.
but I can change it in lobby
not a big a deal
Thanks for help dude
Quote Originally Posted by mcleshiy16 View Post
It has no effect on RUCF(
if(IsReadyRoom == 1)
Change 1 to 16
Quote Originally Posted by Dragon(H)ell View Post
if(IsReadyRoom == 1)
Change 1 to 16
OMG, really? I know that cheat must backup weapons before connecting to server. This thread is not about backup. It is about disconnecting from server when I'm turning features on\off after connecting. That's the problem(
Quote Originally Posted by mcleshiy16 View Post
OMG, really? I know that cheat must backup weapons before connecting to server. This thread is not about backup. It is about disconnecting from server when I'm turning features on\off after connecting. That's the problem(
Probably they added some check to the Weapon class values, they save it once you entered to the server and compare.

Assuming:
If(this->Server->Weapon->value != this->Client->Weapon->value)
throw_disconnection_error();
it even check not just once, it check after loading map, also after game end
Posts 16–30 of 52 · Page 2 of 4

Post a Reply

Similar Threads

Tags for this Thread

None

Need help?