14.0 Source Codes --Started--

Posts 1630 of 31 · Page 2 of 3
@Cyeclops I think it's easier to look for playerHit in the file. Anyway
Code:
      getlocal            15
      pushstring          "Slowed"
      ifne                NOT_SLOWED
      getlocal0
      getproperty         QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "name_")
      pushstring          "Sprite World"
      ifne                DONT_TAKE_HIT
NOT_SLOWED:
is there not to work in Sprite World, since that is client sided, but is can be chanced to
Code:
      getlocal            15
      pushstring          "Slowed"
      ifeq                DONT_TAKE_HIT
so it will always work..
@Cyeclops Thanks a lot.
You are right about those status, i thought the same and i 'd rather play with them "on".
I was just wondering why it was not working..

Anyone interested into Fame/inventory viewer? Class is PlayerTooltip for a while now.
Quote Originally Posted by JustAnoobROTMG View Post
@Cyeclops Thanks a lot.
You are right about those status, i thought the same and i 'd rather play with them "on".
I was just wondering why it was not working..

Anyone interested into Fame/inventory viewer? Class is PlayerTooltip for a while now.
Oh, when it wasn't working correctly, it was from me using an old code and not updating, so it gave a kind of semi GodMode where projectiles would go straight through me until I get disconnected.

no blood, no minus damage points, was odd lol

Quote Originally Posted by DatCoder View Post

Now open the GameObject.class.asasm from the objects package, you will find these variables in the respective methods:

Blind: QName(PackageNamespace("", "#0"), "_-0vb")
Code:
  trait method QName(PackageNamespace("", "#0"), "isBlind")
   method
    refid "com.company.assembleegameclient.objects:GameObject/instance/isBlind"
    returns QName(PackageNamespace("", "#0"), "Boolean")
    body
     maxstack 4
     localcount 3
     initscopedepth 5
     maxscopedepth 6
     code
pushfalse
returnvalue
      pushfalse
      pushtrue
      swap
      jump                L10

      pushnan
      increment
      strictequals
      multiply
      convert_b
      setlocal3

L10:
      setlocal1

      setlocal2

      getlocal0
      pushscope

      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "condition_")
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "_-0vb")
      bitand
      pushbyte            0
      equals
      getlocal2
      dup
      iftrue              L27

      pop
      getlocal0
      convert_b
L27:
      iffalse             L29

      not
L29:
      returnvalue
Is the extra pushfalse really necessary?

pushfalse
returnvalue


I only inserted returnvalue under the already existing pushfalse, and the anti-debuff hack seems to work anyway.
Quote Originally Posted by Roguea View Post
Is the extra pushfalse really necessary?

pushfalse
returnvalue


I only inserted returnvalue under the already existing pushfalse, and the anti-debuff hack seems to work anyway.
There is no difference between pushfalse-retrunvalue and pushfalse-returnvalue, because anything after the return will not be run. You can add your code or use an existing one, either way is good. I write my own code. There is nothing that guarantees that the pushfalse will be there in the next version. It's part of the obfuscation which is as far as I know is totally random.
Quote Originally Posted by JustAnoobROTMG View Post
@Cyeclops Thanks a lot.
You are right about those status, i thought the same and i 'd rather play with them "on".
I was just wondering why it was not working..

Anyone interested into Fame/inventory viewer? Class is PlayerTooltip for a while now.
Yes please if you dont mind?

Is it still similar but in this class file, and using vector similar to aimbot?
Quote Originally Posted by Cyeclops View Post
Yes please if you dont mind?

Is it still similar but in this class file, and using vector similar to aimbot?
Nope. It's pretty straightforward coding where you just add space for the stats and then call a few draw methods. jNoob already has it in a client though so maybe he'll tell us the updated names.
Quote Originally Posted by Nisuxen View Post
Nope. It's pretty straightforward coding where you just add space for the stats and then call a few draw methods. jNoob already has it in a client though so maybe he'll tell us the updated names.
Oh nice, thank you @Nisuxen
So, just getting back into the game.. Is there some reason things like FullScreen V3, recon, etc aren't being updated anymore I should know about? Or just general lack of anyone who gives a shit?
Quote Originally Posted by cehrenr View Post
So, just getting back into the game.. Is there some reason things like FullScreen V3, recon, etc aren't being updated anymore I should know about? Or just general lack of anyone who gives a shit?
I don't know about recon but there have been changes to the client that requires addition/rewritten code for fsv3.
Quote Originally Posted by cehrenr View Post
So, just getting back into the game.. Is there some reason things like FullScreen V3, recon, etc aren't being updated anymore I should know about? Or just general lack of anyone who gives a shit?
They changed the way that strings are handled in many of the classes. I have tried to update fsv3, aim notifications, and recon, but I dont understand how to manipulate the new stringbuilder they have.
Recon still works great just not the portion where you you can type "/char ##"

Also just so you can see try and update fsv3 to see the changes

EDIT: Anyone care to explain how the strings are handled now?
Quote Originally Posted by maat7043 View Post
EDIT: Anyone care to explain how the strings are handled now?
I updated the aim notifications a while ago, even commented the code, not sure what problem you had with it.. It explains nicely.

I found it in my archives (13.0 maybe?):
Code:
#set privNs "com.company.assembleegameclient.game:_-hw"
#set mouseUp "_-1V0" ; mouseup maybe? right after mousedown trait slot
#set spiral "_-1FN"
#set textObjPackage "_-0pf"
#set textObjClass "_-1TT"
#set stringCrPkg "_-0w4"
#set stringCrClass "_-Ns"

;call spiral-effect
	getlocal0
	getproperty     QName(PackageNamespace("", "#0"), "gs_")
	getproperty     QName(PackageNamespace("", "#0"), "map")
	getproperty     QName(PackageNamespace("", "#0"), "player_")
	callpropvoid    QName(PackageNamespace("", "#0"), $"spiral"), 0

;get mapOverlay to call addStatusText on at the end
	getlocal0
	getproperty     QName(PackageNamespace("", "#0"), "gs_")
	getproperty     QName(PackageNamespace("", "#0"), "map")
	getproperty     QName(PackageNamespace("", "#0"), "mapOverlay_")

	;create text object
		findpropstrict      QName(PackageNamespace($"textObjPackage"), $"textObjClass") ;arg0
		getlocal0
		getproperty         QName(PackageNamespace("", "#0"), "gs_")
		getproperty         QName(PackageNamespace("", "#0"), "map")
		getproperty         QName(PackageNamespace("", "#0"), "player_") ;arg1
		pushint             65280 ;arg2
		pushshort           2000 ;arg3
		constructprop       QName(PackageNamespace($"textObjPackage"), $"textObjClass"), 3 ;call
		coerce              QName(PackageNamespace($"textObjPackage"), $"textObjClass") ;convert
		dup ;store it as addStatusText arg1
		
	;create string
		findpropstrict      QName(PackageNamespace($"stringCrPkg"), $"stringCrClass")
		;choose the string
			getlocal0
			getproperty     QName(PrivateNamespace("*", $"privNs"), $"mouseUp")
			iffalse         AA_OFF
			pushstring      "Auto-Aim: On"
			jump            AA_CONT
			AA_OFF:
			pushstring      "Auto-Aim: Off"
			AA_CONT:
		constructprop       QName(PackageNamespace($"stringCrPkg"), $"stringCrClass"), 1
		
	;change the string in the text object
		callpropvoid        QName(PackageNamespace("", "#0"), "setStringBuilder"), 1
		
;draw the text to the screen (arg0=mapOverlay objectRef, arg1=text objectRef)
	callpropvoid        QName(PackageNamespace("", "#0"), "addStatusText"), 1
This can be used for almost anything that has this problem..

---------- Post added at 04:00 PM ---------- Previous post was at 03:50 PM ----------

I found the thread, you even thanked the post it seems..
http://www.mpgh.net/forum/599-realm-...ml#post7848240
Quote Originally Posted by DatCoder View Post
I updated the aim notifications a while ago, even commented the code, not sure what problem you had with it.. It explains nicely.

I found it in my archives (13.0 maybe?):
Code:
#set privNs "com.company.assembleegameclient.game:_-hw"
#set mouseUp "_-1V0" ; mouseup maybe? right after mousedown trait slot
#set spiral "_-1FN"
#set textObjPackage "_-0pf"
#set textObjClass "_-1TT"
#set stringCrPkg "_-0w4"
#set stringCrClass "_-Ns"

;call spiral-effect
	getlocal0
	getproperty     QName(PackageNamespace("", "#0"), "gs_")
	getproperty     QName(PackageNamespace("", "#0"), "map")
	getproperty     QName(PackageNamespace("", "#0"), "player_")
	callpropvoid    QName(PackageNamespace("", "#0"), $"spiral"), 0

;get mapOverlay to call addStatusText on at the end
	getlocal0
	getproperty     QName(PackageNamespace("", "#0"), "gs_")
	getproperty     QName(PackageNamespace("", "#0"), "map")
	getproperty     QName(PackageNamespace("", "#0"), "mapOverlay_")

	;create text object
		findpropstrict      QName(PackageNamespace($"textObjPackage"), $"textObjClass") ;arg0
		getlocal0
		getproperty         QName(PackageNamespace("", "#0"), "gs_")
		getproperty         QName(PackageNamespace("", "#0"), "map")
		getproperty         QName(PackageNamespace("", "#0"), "player_") ;arg1
		pushint             65280 ;arg2
		pushshort           2000 ;arg3
		constructprop       QName(PackageNamespace($"textObjPackage"), $"textObjClass"), 3 ;call
		coerce              QName(PackageNamespace($"textObjPackage"), $"textObjClass") ;convert
		dup ;store it as addStatusText arg1
		
	;create string
		findpropstrict      QName(PackageNamespace($"stringCrPkg"), $"stringCrClass")
		;choose the string
			getlocal0
			getproperty     QName(PrivateNamespace("*", $"privNs"), $"mouseUp")
			iffalse         AA_OFF
			pushstring      "Auto-Aim: On"
			jump            AA_CONT
			AA_OFF:
			pushstring      "Auto-Aim: Off"
			AA_CONT:
		constructprop       QName(PackageNamespace($"stringCrPkg"), $"stringCrClass"), 1
		
	;change the string in the text object
		callpropvoid        QName(PackageNamespace("", "#0"), "setStringBuilder"), 1
		
;draw the text to the screen (arg0=mapOverlay objectRef, arg1=text objectRef)
	callpropvoid        QName(PackageNamespace("", "#0"), "addStatusText"), 1
This can be used for almost anything that has this problem..

---------- Post added at 04:00 PM ---------- Previous post was at 03:50 PM ----------

I found the thread, you even thanked the post it seems..
http://www.mpgh.net/forum/599-realm-...ml#post7848240
Thank you for this once again. I will try to implement it a second time. I couldn't get it to work the first time around.
I have gotten much better at coding recently so hopefully I will have more luck

---------- Post added at 02:13 PM ---------- Previous post was at 02:08 PM ----------

Quote Originally Posted by Cyeclops View Post
I never knew about the condition effects, that speeds things up some lol I'm such a dumbass, but in the end its been working. Thanks DatCoder, so sure you must get sick of seeing the errors of my ways hahaha :P
hehehe silly Cyeclops.
regarding reconn, I just dont know where to insert the save part. the main class with packet definition has changed and I hardly can compare it with the old one since its now 2000 lines smaller.
anyone can tell me where to insert the Save part ?
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