10/4/2023 0 Comments Lust for adventure 3.3 cheat![]() If a public static contains your player then it will never change, its also called a "singleton" but i guess you cant understand that.Īnd you can use mono-features to get a public static without a inject or any AOBs.Īnd yes sure overloads are a thing, but its rare and you can write a filter. I learned how to deal with mono from ppls who knows this (i looked at mono-tables from Cielos, Sunbeam, Cake-San) Even if you are using aobscanregion that region may not be correct if the symbol is reused in a smaller encapsulating function that calls the larger.ĭon't be that guy who jumps on the bandwagon because it makes you look like an idiot.ĭont make me laugh.you are the one who talks shit. Certain functions may be overloaded in which case you need to use a signature to find them reliably. ![]() Also it really isn't as simple as you say with "just grab a public static instance", especially when CE can't resolve the exact one you need. Especially when you have literally no idea the asm experience that PeaceBeUponYou has. You are the wrong person to be lecturing about how to make a table. If its not on the instance then use mono_invoke_method.īut pure AOBs will fail for most systems, so its just a useless table coz its pure luck if its work for others. Just grab a public static instance( lua mono_class_getStaticFieldAddress) or inject at the prologue with a readmem and get the instance (x32 = stack | 圆4 = rcx) Mostly you dont need any inject or AOBs for unity-based games. Why dump everything into a table like that? 95% of those are useless. DragContoller->refs->_player->weapons->runtimeWeapon, equipedWeapons->_items.DragContoller->refs->dataManager->itemsManager->itemsSettings->_items.TIPS:(For those who know a little bit of structure dissection, you should visit these paths:).WHATS ELSE CHANGED? Well now Ive converted most of the parent branches into GroupHeaderWithAddress meaning that unlike first release where everything just burst open when enabling main pointer, now youll need to toggle each by yourself (save you from the inconvenience of closing each entry manually.I will only populate them if requested, or delete them in next update if not. Now theses pointer point to the texts/label, eg objectiveManager points to objectives of not only current level but also all coming and past levels. There are still some like dataLoader, objectiveManager itemSettings that are unpopulated. Most of the pointer that you can use and work are highlighted (different color).Although the script enables fine even at the start of the game, but I still recommend enabling it after you are in the actual gameplay.The base pointer is being read from the first argument passed to this function, even before it prepares stack-frame for operations. Its at the beginning of the function DragController:Dragging. The injection point has now been changed.
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