Report Error Bypass 28_3
Posts 16–28 of 28 · Page 2 of 2

Originally Posted by
(Virus)
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]

Originally Posted by
MemoryThePast
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

Originally Posted by
(Virus)
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 ^_^

Originally Posted by
MemoryThePast
rehook ingame and unhook after ingame
im not a pro coder just sharing ^_^
leeacher ?
i miss u so much 

Originally Posted by
(Virus)
leeacher ?
i miss u so much 
lol im not leecher i code this by myself

Originally Posted by
MemoryThePast
lol im not leecher i code this by myself
i Know Broo
I Only Comment About ur Text (Sharing)
Did U See The Teleport?

Originally Posted by
(Virus)
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

Originally Posted by
MemoryThePast
i have it all like teleport, remotekill, silent aim and weapon animaton
Also mee
weapon animaton refears to ?

Originally Posted by
(Virus)
Also mee
weapon animaton refears to ?
weapon animation just like you modified rf016

Originally Posted by
(Virus)
vvIp Weapons is better
modifying weaponmgr is already detected so we use weapon animation just like weaponmgr

Originally Posted by
MemoryThePast
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

Originally Posted by
(Virus)
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 16–28 of 28 · Page 2 of 2
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