Quote:
Originally Posted by Davincibg
Well the easy way is just to remove the stall network function from the media and if they can't disable it, to make a program that will disconnect everyone using the stall network and the bug will be finished :)
|
that kind of stuff is not in the media.pk2, would be in sro_client.exe function related. Media.pk2 yes you could probably remove the .ddj of stall network UI but that fuck everything up, anyhow people with packet injectors could still use this, even if they defaced the UI.
Quote:
/*
Search Stall Network
*/
: OPacket(CLIENT_STALL_NETWORK_SEARCH)
{
01 00
2A 00 00 00
00
if(player.position == beyondtown)
: OPacket(SERVER_STALL_NETWORK_SEARCH)
{
Write<uint8_t(2);
Write<uint8_t(0x49)
}
else
: OPacket(SERVER_STALL_NETWORK_SEARCH)
{
Write<uint8_t>(1);
Write<uint8_t>(ResultsTotal);
Write<uint8_t>(TotalPages);
// Item Listing Begins
Write<uint32_t>(itemid);
Write<uint16_t>(quantity);
Write<uint32_t>(player->GetUniqueNetworkID());
Write<uint16_t>(strlen((char*)player->CharacterName());
Write.String(player->CharacterName());
24 // STALL LOCAL ID??
Write<uint16_t>(quantity);
Write<uint8_t>(itemlevel);
Write<uint64_t>(gold);
41 80 // ??
48 03 00 00 // NETWORK ID??
Write<uint16_t>(0xC902); // Seems to stay this value
}
}
|
meh ignore rest of it was just to show so you guys have better understanding how process works
just have to inject that client packet as this is the only point in which they would add the state of being in stall network into the memory.
Packets sent are at
-SEARCHING
-PURCHASING
-CLOSING (NOTIFY - SERVER TO CHANGE PLAYER STATE)
being unexperienced in programming and with their compiled server crap, this will be something they will not fix, unless they just block actions all together with their manager.