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Yeah i will, currently lvl 27. Just rather use new ones for testing new stuff just incaseQuote:
Does nothing to show it doesn't dc or ban 🤮 Maybe showcase an account getting to level 30 with this, should be easy, no?
Well im lvl 27 now lolQuote:
Yeah lmao. I could record 30s doing the same thing. Proves nothing. OP just wanted to flex for fun.
CMob struct offsets:
+0x2B8 ctrl1 (render controller) ZRef — actual object is (*)-0x20
+0x2C0 ctrl2 (predict controller) ZRef — actual object is (*)-0x20
+0x2E4 ack state (ZtlSecureTear)
+0x3A8 template pointer (validity check)
+0x3DC action/facing (ZtlSecureTear)
+0x830/+0x818 X/Y int
g_CMobPool 0x3BF1D60
static void vac(void* p)
{
RelocCtx* c = (RelocCtx*)p; c->result = 0;
__try {
ULONG_PTR r = *(ULONG_PTR*)(c->mob + 0x2B8);
if (r < 0x20) { c->result = -1; return; }
void* ctrl1 = (void*)(r - 0x20);
int action = 0; StRead(c->mob + 0x3DC, &action);
int sn = NavFhSnAtPos(c->x, c->y);
void* fh = nullptr;
ULONG_PTR space = *(ULONG_PTR*)(g_gameBase + RVA_PHYSICAL_SPACE);
if (sn > 0 && space > 0x10000)
fh = ((tPsGetFh)(g_gameBase + RVA_PS_GETFOOTHOLD))((void*)space, sn);
if (!fh) { c->result = -3; return; } // no floor under target: skip
if (*(ULONG_PTR*)(c->mob + 0x3A8) < 0x10000) { c->result = -5; return; }
((tVcSetPos)(g_gameBase + RVA_VECCTRL_SETPOS))
(ctrl1, 1, c->x, c->y, 0, 0, action, fh);
((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 0);
if (g_relGapMs == 0)
((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 1);
c->result = 2;
} __except(1) { c->result = -2; }
}
Can I test it?Quote:
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No crash, no kick to login. Pretty stable even after the new bot mechanisms they got going on.
Please provide me with these addresses, you forgot to include them.Quote:
Yeah i will, currently lvl 27. Just rather use new ones for testing new stuff just incase
Well im lvl 27 now lol
Code:CMob struct offsets: +0x2B8 ctrl1 (render controller) ZRef — actual object is (*)-0x20 +0x2C0 ctrl2 (predict controller) ZRef — actual object is (*)-0x20 +0x2E4 ack state (ZtlSecureTear) +0x3A8 template pointer (validity check) +0x3DC action/facing (ZtlSecureTear) +0x830/+0x818 X/Y int g_CMobPool 0x3BF1D60 static void vac(void* p) { RelocCtx* c = (RelocCtx*)p; c->result = 0; __try { ULONG_PTR r = *(ULONG_PTR*)(c->mob + 0x2B8); if (r < 0x20) { c->result = -1; return; } void* ctrl1 = (void*)(r - 0x20); int action = 0; StRead(c->mob + 0x3DC, &action); int sn = NavFhSnAtPos(c->x, c->y); void* fh = nullptr; ULONG_PTR space = *(ULONG_PTR*)(g_gameBase + RVA_PHYSICAL_SPACE); if (sn > 0 && space > 0x10000) fh = ((tPsGetFh)(g_gameBase + RVA_PS_GETFOOTHOLD))((void*)space, sn); if (!fh) { c->result = -3; return; } // no floor under target: skip if (*(ULONG_PTR*)(c->mob + 0x3A8) < 0x10000) { c->result = -5; return; } ((tVcSetPos)(g_gameBase + RVA_VECCTRL_SETPOS)) (ctrl1, 1, c->x, c->y, 0, 0, action, fh); ((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 0); if (g_relGapMs == 0) ((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 1); c->result = 2; } __except(1) { c->result = -2; } }