ExclamationReport Error Bypass 28_3

Posts 1628 of 28 · Page 2 of 2
Quote Originally Posted by (Virus) View Post
many Errors in the code
But thats a good start
u solve or noo
if no i can help u <3
Code:
class ResetHook
{
public:
	ResetHook()
	{
		memset(this, 0, sizeof(ResetHook));
	}
	ResetHook(DWORD ppdwClassBase)
	{
		bInitialize(ppdwClassBase);
	}
	~ResetHook()
	{
		UnHook();
	}
	bool bInitialize(DWORD ppdwClassBase)
	{
		dwClassBase = ppdwClassBase;
		m_Old = ppdwClassBase;
		ppdwClassBase = m_Old;
		return true;
	}
	void UnHook()
	{
		if (dwClassBase && m_Old)
		{
			DWORD flOldProtect;
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), PAGE_EXECUTE_READWRITE, &flOldProtect);
			*(DWORD*)(dwClassBase + 0x1) = m_Old; 
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), flOldProtect, NULL);
		}
	}
	void ReHook()
	{
		if (dwClassBase && m_New)
		{
			DWORD flOldProtect;
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), PAGE_EXECUTE_READWRITE, &flOldProtect);
			*(DWORD*)(dwClassBase + 0x1) = m_New; 
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), flOldProtect, NULL);
		}
	}
	DWORD HookFunction(DWORD dwNewFunc)
	{
		if (m_Old)
		{
			m_New = dwNewFunc;
			return m_Old;
		}
		return NULL;
	} 
private:
	DWORD dwClassBase;
	DWORD m_New, m_Old;
};

ResetHook* ClientHook;

typedef struct
{
	BYTE Data[0x4D7C];
} pNewWeapon;

pNewWeapon* pOldWeapons[3072];

void cBypass::CreateBackup(void)
{
	for (int i = 0; i <= 3072; i++)
	{
		uintptr_t pWeapon = Engine->GetWeaponMgrByIndex(i);
		if (pWeapon != NULL)
		{
			//================Client 28_4===============//
			pOldWeapons[i] = new pNewWeapon; 
			memcpy(reinterpret_cast<void*>(pOldWeapons[i]), reinterpret_cast<void*>(pWeapon), 0x4D7C);
		}
	}
}

pNewWeapon* WINAPIV GetWeaponByIndex(int index)
{
    return pOldWeapons[index];
}

void cBypass::WeaponBypass(void)
{
	if (!Engine->IsGameReadyForHook()) return;
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD ClientFx = (DWORD)GetModuleHandleA(eClient);
	DWORD crossfire = (DWORD)GetModuleHandleA(eCF);
	if (!CShell && !ClientFx && !crossfire) return;

	static bool CallItOnce = true;
	if (CShell != NULL)
	{	
		if (Engine->InGame())
		{
			if (CallItOnce)
			{
				Bypass->CreateBackup();
				CallItOnce = false;
			}
		}
		//================Client 28_3===============//
		ClientHook = new ResetHook(CShell + ADDR_CLIENT_28_3);
		DWORD dwBypassWeaponHack = (DWORD)(CShell + ADDR_CLIENT_28_3);
		ClientHook->HookFunction((DWORD)GetWeaponByIndex - dwBypassWeaponHack - 0x5);
		static bool RestoreFunction = true;
		if (Engine->InGame())
		{
			if (RestoreFunction)
			{
				ClientHook->ReHook();
				RestoreFunction = false;
			}
		}
		else
		{
			if (!RestoreFunction)
			{
				ClientHook->UnHook();
				RestoreFunction = true;
			}
		}
	}
}
note: still need bypass DC from first checks
[I]
Quote Originally Posted by MemoryThePast View Post
Code:
class ResetHook
{
public:
	ResetHook()
	{
		memset(this, 0, sizeof(ResetHook));
	}
	ResetHook(DWORD ppdwClassBase)
	{
		bInitialize(ppdwClassBase);
	}
	~ResetHook()
	{
		UnHook();
	}
	bool bInitialize(DWORD ppdwClassBase)
	{
		dwClassBase = ppdwClassBase;
		m_Old = ppdwClassBase;
		ppdwClassBase = m_Old;
		return true;
	}
	void UnHook()
	{
		if (dwClassBase && m_Old)
		{
			DWORD flOldProtect;
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), PAGE_EXECUTE_READWRITE, &flOldProtect);
			*(DWORD*)(dwClassBase + 0x1) = m_Old; 
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), flOldProtect, NULL);
		}
	}
	void ReHook()
	{
		if (dwClassBase && m_New)
		{
			DWORD flOldProtect;
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), PAGE_EXECUTE_READWRITE, &flOldProtect);
			*(DWORD*)(dwClassBase + 0x1) = m_New; 
			VirtualProtect(reinterpret_cast<void*>(dwClassBase + 0x1), sizeof(DWORD), flOldProtect, NULL);
		}
	}
	DWORD HookFunction(DWORD dwNewFunc)
	{
		if (m_Old)
		{
			m_New = dwNewFunc;
			return m_Old;
		}
		return NULL;
	} 
private:
	DWORD dwClassBase;
	DWORD m_New, m_Old;
};

ResetHook* ClientHook;

typedef struct
{
	BYTE Data[0x4D7C];
} pNewWeapon;

pNewWeapon* pOldWeapons[3072];

void cBypass::CreateBackup(void)
{
	for (int i = 0; i <= 3072; i++)
	{
		uintptr_t pWeapon = Engine->GetWeaponMgrByIndex(i);
		if (pWeapon != NULL)
		{
			//================Client 28_4===============//
			pOldWeapons[i] = new pNewWeapon; 
			memcpy(reinterpret_cast<void*>(pOldWeapons), reinterpret_cast<void*>(pWeapon), 0x4D7C);
		}
	}
}

pNewWeapon* WINAPIV GetWeaponByIndex(int index)
{
    return pOldWeapons[index];
}

void cBypass::WeaponBypass(void)
{
	if (!Engine->IsGameReadyForHook()) return;
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD ClientFx = (DWORD)GetModuleHandleA(eClient);
	DWORD crossfire = (DWORD)GetModuleHandleA(eCF);
	if (!CShell && !ClientFx && !crossfire) return;

	static bool CallItOnce = true;
	if (CShell != NULL)
	{	
		if (Engine->InGame())
		{
			if (CallItOnce)
			{
				Bypass->CreateBackup();
				CallItOnce = false;
			}
		}
		//================Client 28_3===============//
		ClientHook = new ResetHook(CShell + ADDR_CLIENT_28_3);
		DWORD dwBypassWeaponHack = (DWORD)(CShell + ADDR_CLIENT_28_3);
		ClientHook->HookFunction((DWORD)GetWeaponByIndex - dwBypassWeaponHack - 0x5);
		static bool RestoreFunction = true;
		if (Engine->InGame())
		{
			if (RestoreFunction)
			{
				ClientHook->ReHook();
				RestoreFunction = false;
			}
		}
		else
		{
			if (!RestoreFunction)
			{
				ClientHook->UnHook();
				RestoreFunction = true;
			}
		}
	}
}


note: still need bypass DC from first checks


first..
i already have 28_3
imean hellping him
second where are u thats a long hide
Quote Originally Posted by (Virus) View Post


first..
i already have 28_3
imean hellping him
second where are u thats a long hide
rehook ingame and unhook after ingame
im not a pro coder just sharing ^_^
Quote Originally Posted by MemoryThePast View Post
rehook ingame and unhook after ingame
im not a pro coder just sharing ^_^
leeacher ?
i miss u so much
Quote Originally Posted by (Virus) View Post


leeacher ?
i miss u so much
lol im not leecher i code this by myself
Quote Originally Posted by MemoryThePast View Post
lol im not leecher i code this by myself
i Know Broo
I Only Comment About ur Text (Sharing)
Did U See The Teleport?
Quote Originally Posted by (Virus) View Post


i Know Broo
I Only Comment About ur Text (Sharing)
Did U See The Teleport?
i have it all like teleport, remotekill, silent aim and weapon animaton
Quote Originally Posted by MemoryThePast View Post
i have it all like teleport, remotekill, silent aim and weapon animaton
Also mee
weapon animaton refears to ?
Quote Originally Posted by (Virus) View Post


Also mee
weapon animaton refears to ?
weapon animation just like you modified rf016
vvIp Weapons is better
Quote Originally Posted by (Virus) View Post
vvIp Weapons is better
modifying weaponmgr is already detected so we use weapon animation just like weaponmgr
Quote Originally Posted by MemoryThePast View Post
modifying weaponmgr is already detected so we use weapon animation just like weaponmgr
Not Detected For CfWest Yet
Also I Have Many Weapons Detect Bypass
Quote Originally Posted by (Virus) View Post


Not Detected For CfWest Yet
Also I Have Many Weapons Detect Bypass
that bypass are you using, it will not work anymore in cfph
Posts 1628 of 28 · Page 2 of 2
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