Code:
[ENABLE]
alloc(newmem,16)
label(ReturnSpeed)
label(SpeedValue)
registersymbol(SpeedValue)
0082528A: //D9 40 08 5F 5E C3 8B 0D
jmp newmem
ReturnSpeed:
newmem:
fld dword ptr [SpeedValue]
pop edi
pop esi
jmp ReturnSpeed
push esi
push edi
call dword ptr [SpeedValue]
SpeedValue:
db 00 00 20 41
0082528F:
ret
[DISABLE]
dealloc(newmem)
unregistersymbol(SpeedValue)
0082528A:
fld dword ptr [eax+08]
pop edi
pop esi
Have fun
Credits to drako for his original script.
It was calling the pointer to the original speed value and all you had to do was change it to point to the hacked speed value.
-edit-
Have homework due tomorrow for class.
If you have problems post them and I'll get back to them soon as I'm done.
NOTE:: this works very selectively, and stopped working for me after I ran updates ( 3/26 )
Seeing as how people get teleported back to where they were, this could mean they made running server side, lets just hope this is not the case.
EDIT ----
Quote:
Originally Posted by byford9
So is it confirmed? Is speed server side now?
|
As for speed, yes I do beleive it can be confirmed that speed is now server side.
Code:
[ENABLE]
alloc(newmem,1024)
label(returnhere)
label(originalcode)
label(exit)
0082523A:
jmp newmem
returnhere:
newmem:
mov [eax+08],40BEDD2E // change float point to desire speed
mov [eax+0c],44C48C75 // change float point to desire speed
originalcode:
fld dword ptr [eax+08]
pop edi
pop esi
exit:
jmp returnhere
a52450:
dd 44600000
[DISABLE]
dealloc(newmem)
0082523A:
fld dword ptr [eax+08]
pop edi
pop esi
a52450:
dd 44700000
Use this speed hack. The only way to negate the server side location is when you are at your destination keep holding (w,a,s,d) one of those and use a skill.
This sends a signal to the server that you HAVE to be at that location because you just used a skill there.
Consider this a ... Speed hack override?