Hehehe, one can always try I suppose, but don't get your hopes up trying to cheat by sending packets, any decent game will check the actions server side
Interest07, just a quick question, not sendpacket related though but since u'r here i'll ask anyway
what can be used to detect connection state to the server so we can make an alarm to sound if a char is disconnected ?
sometimes having several clients running and logged in, after a few hours or days, only some of them might be disconnected while the others are fine.
Prolly have to see if the window informing you you have been disconnected is up. I've never looked around for it though, so don't have that info available.
Quote:
Originally Posted by KraHen
Am I blind or there`s no need for encryption? o.o
This way you inject the packets just befor they are encrypted and sent to the server, so you don't need to encrypt them yourself indeed
Well, in order to send encrypted packets, they have to create the unencrypted packet first. Then send that packet to an encryption function. So you can always find the place where they do this, and inject your packet there. Until they start using a separate encryption function for every different packet, there won't be any problem.
They can't detect the fact you are injecting an unencrypted packet server side, because they are receiving an encrypted packet.
Hello everyone, I am just switching from using C++ dll to inline C# code for injection code, but the client just crash all the time
Please take a look at the code and help me
I tracked the value in ESI when the call function call SendPackage but I dont know how to convert them like you guys did
Do I need to swap the high byte and low byte around? I think it's the way
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