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int __cdecl sub_10003CC0(unsigned __int8 *a1, unsigned int a2, int a3)
{
unsigned __int8 *v3; // edx
unsigned int v4; // esi
int v5; // edi
unsigned int v6; // ecx
int v7; // ebx
unsigned int v8; // edi
unsigned int v9; // ecx
int v10; // ebx
if status is-interactive
# Commands to run in interactive sessions can go here
end
set -g theme_nerd_fonts yes
source /opt/homebrew/opt/asdf/libexec/asdf.fish
fish_add_path /opt/homebrew/bin
class AppModule
{
public:
char pad_0000[20]; //0x0000
class NormalTableList* normal_table_list; //0x0014
char pad_0018[8]; //0x0018
class TournamentTableList* tournament_table_list; //0x0020
};
class Table
#ifndef EXAMPLEDLL_DLL_H
#define EXAMPLEDLL_DLL_H
static const unsigned char ExampleDll_dll[] = {
0x4d, 0x5a, 0x90, 0x00, 0x03, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0xff, 0xff, 0x00, 0x00, 0xb8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xf0, 0x00, 0x00, 0x00, 0x0e, 0x1f, 0xba, 0x0e, 0x00, 0xb4, 0x09, 0xcd,
uint64_t scan_for_camera_list() {
const auto base = reinterpret_cast<uint64_t>(LI_MODULE("UnityPlayer.dll").get());
if (!base)
return 0;
const auto dos_header = reinterpret_cast<IMAGE_DOS_HEADER*>(base);
const auto nt_header = reinterpret_cast<IMAGE_NT_HEADERS64*>(base + dos_header->e_lfanew);
uint64_t data_base;
uint64_t scan_for_klass(char* name) {
auto base = mem::get_module_base(L"GameAssembly.dll");
auto dos_header = mem::read<IMAGE_DOS_HEADER>(base);
auto data_header = mem::read<IMAGE_SECTION_HEADER>(base + dos_header.e_lfanew + sizeof(IMAGE_NT_HEADERS64) + (3 * 40));
auto next_section = mem::read<IMAGE_SECTION_HEADER>(base + dos_header.e_lfanew + sizeof(IMAGE_NT_HEADERS64) + (4 * 40));
auto data_size = next_section.VirtualAddress - data_header.VirtualAddress;
if (strcmp((char*)data_header.Name, ".data")) {
printf("[!] Section order changed\n");
exit(0);
private void Bones()
{
foreach (Player player in this._players)
{
float num = Vector3.Distance(Camera.main.transform.position, player.Transform.position);
Vector3 vector;
vector..ctor(Camera.main.WorldToScreenPoint(player.Transform.position).x, Camera.main.WorldToScreenPoint(player.Transform.position).y, Camera.main.WorldToScreenPoint(player.Transform.position).z);
bool flag = num > this.distance && num <= this._maxDrawingDistance && (double)vector.z > 0.01;
if (flag)
{
public void WeaponsESP()
{
foreach (LootItem lootItem in this._lootItems)
{
bool flag = lootItem == null;
if (flag)
{
break;
}
bool flag2 = lootItem.name == null;
foreach (Player player in this._players)
{
player.Skills.StrengthBuffSprintSpeedInc.Value = 50f;
player.Skills.StrengthBuffLiftWeightInc.Value = 25f;
player.Skills.StrengthBuffMeleeCrits.Value = true;
player.Skills.StrengthBuffMeleePowerInc.Value = 20f;
player.Skills.StrengthBuffThrowDistanceInc.Value = 20f;
player.Skills.ThrowingStrengthBuff.Value = 20f;
player.Skills.EnduranceBuffEnduranceInc.Value = 25f;
player.Skills.EnduranceBuffBreathTimeInc.Value = 25f;
public void OpenDoors()
{
this.doors = Object.FindObjectsOfType<Door>();
foreach (Door door in this.doors)
{
float num = Vector3.Distance(Camera.main.transform.position, door.transform.position);
Vector3 vector;
vector..ctor(Camera.main.WorldToScreenPoint(door.transform.position).x, Camera.main.WorldToScreenPoint(door.transform.position).y, Camera.main.WorldToScreenPoint(door.transform.position).z);
bool flag = num <= this.opendoordistance && (double)vector.z > 0.01;
if (flag)