Quote:
Originally Posted by Ian*
You can emulate functions from the client using inline assembly or AT&t if you're using a mingw compiler.
What he needs to find is the old sir hooks 0.01 source code, that will help him a lot.
|
Sorry. Didn't mean to imply it was impossible... it's just SO much easier to read/write packets instead vs tracking down and modifying a different memory offset for every single function you want to do. Any client action or update REQUIRES a packet to be either sent or received so simply hooking the send/receive function and doing it that way certainly seems like the easiest and most efficient way to me...
As I've said before though. I know virtually nothing about memory reading/modification so I could be wrong, just seems alot simpler.
@ thread starter: Packets are really not that intimidating... it's just a structure to send/receive data
Eg:
Length of packet
Type of packet
Who packet is targeting
Subtype of packet
Value
Seal
You then simply write these values using a super simple function and WHAMMO, bot functionality acquired.
EG
Client.SendPacket(Packets.Jump(ToX, ToY, FromX, FromY, PlayerUID));