Quote:
Originally Posted by godsblight
this is true and not true at the same time. since the client sends packets to the server you can do most things with memory. there are some checks that some servers send to the client that if any response is sent that it triggers protections and those are the ones that a profile in a active running packet sniffer can block. Also there are a few things that are not in client memory but in other code outside of the client (in a dll or something like that) and cannot be edited (IE it is locked by the system or some other form of protection) that send and receive packets, the only way to mess with that stuff is to intercept, modify and send back before it reaches the intended destination.
I might be talking out of my *** on some of this stuff, it is late and i'm very tired lol.
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...what?
I've been a packeteer for a long time and none of that has ever applied.
The server never requests stuff from the client except a ping pong. The server in an mmo is always king. Some half assed game maybe.
There's no incoming packet a nop or retn can't block. In fact in most games that's easier because of rotating ciphers getting misaligned by blocking it before it reaches the client leading to a full desync.
Also, dlls the client uses are in the client's memory once loaded.
Please don't make **** up to sound smart