This one is similar to:

What it looks like.
What happend.
As you can see, china0 is injecting an really odd looking movement request.
The server answers with a valid entity movement but does not calculate the movement for it. Therefor you don't move at all. The whole exploit is just visual (but shared) until you're updated by another packet (movement, attack, etc...)
Usage
Does not seem really useful. You could only confuse other people or yourself, as i did.
Exploit code
Code:
[C -> S][7021]
00 HasDestination
if(HasDestination)
{
...
}
else
{
00 AngleAction (0 = Obsolete, 1 = GO_FORWARD)
00 00 Angle
}
Validate the client packets, where Joymax messed up to do so.
CLIENT_CHARACTER_MOVEMENT_REQUEST:
Code:
1 bool HasDestination
if(HasDestination)
{
2 ushort Destination.RegionID
if(Destination.RegionID < short.MaxValue)
{
//World
2 ushort Destination.XOffset
2 ushort Destination.YOffset
2 ushort Destination.ZOffset
}
else
{
//Dungeon
4 uint Destination.XOffset
4 uint Destination.YOffset
4 uint Destination.ZOffset
}
}
else
{
1 byte AngleAction
2 ushort Angle
}
public enum AngleAction : byte
{
Obsolete = 0, //GO_BACKWARDS or SPIN?
GoForward = 1
}






