"Adobe AIR.dll"+ 01315500 ] + 608 ] + 8 ] + DD0
"THREADSTACK0"- 00000A38 ] + 148 ] + 6C ] + 8 ] + DD0
The "THREADSTACK0" is a CE symbol, i'll not explain how can you obtain that in c++ but here's a detailed video on it:
However, I noticed that this doesn't point to the local player entity but to a player entity, which could be either myself or an enemy. Additionally, I found that adding or subtracting 0x118 from that address points to different player entities.
Everything was fine until I realized that in an online match (with EAC disabled), this pointer chain is unreliable. The player entities jump around in memory, either moving forward or backward by 0x118 * x. They don't follow a predictable pattern, and my guess is that each time a new match starts, these entities are reallocated to the first available stack space.
Is there anything I can do to predict this behavior? Or any directions I should follow to fix this issue?







