Hello everyone, I hope you are doing well. I have a question: how can fix ban offline in pubg global . I tried several methods, but they were of no use . Can any of you help me find the solution?
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Most of what circulates about CS2 bunnyhopping stops at "subtick means inputs have fractions now, so put your jump at a fraction". That observation is true and almost entirely useless, because with sv_legacy_jump 0 the jump does not run through anything resembling the CS:GO path. It runs through a dedicated decision chain that keeps its own landing record, two independent press latches, a time window half a tick wide, and two structurally different takeoff routines only one of which preserves your speed. What follows is a decomposition of that chain, the fields it reads, the order its gates evaluate in, and how to place steps so that the fast route is the one taken. Everything below was reversed off the client.dll image of 2026-09-08; the 2026-09-10 update moved absolute addresses but not behaviour or layout. Some familiarity with CreateMove hooking and client-side prediction is assumed, and each stage carries conceptual pseudocode so the theory is anchored to something you can go verify. Part I --- The Two Latches, the Landing Record, and the Half-Tick Window Jump state lives on the movement services in an embedded object, m_ModernJump . Six of its fields matter: m_nLastActualJumpPressTick / m_flLastActualJumpPressFrac (the last detected press edge, call it actual ), m_nLastUsableJumpPressTick / m_flLastUsableJumpPressFrac (the press still eligible to produce a jump, usable ), and m_nLastLandedTick / m_flLastLandedFrac , alongside m_flLastLandedVelocityX/Y/Z . All times are
as you can remember back in source1 you could hook netvar proxies. sadly it got removed from source2 but i found a way to get around it and it was pretty fkin easy :439:, im curious if anyone has come across this already...
I'm looking for Libertea but the only one I found with it the link is taken down. I'm currently using ED merge + Box :439:
Hello everyone, can someone help why GameInstance = 0 Maybe it’s impossible to read directly and UWorld needs to be decrypted? My HVCI is disabled. offcets UINT64 UWorld = 0xD173910; UINT64 GameInstance = 0x1D8; Cod EFI_VIRTUAL_ADDRESS u_world_ptr = 0; vMemRead((EFI_PHYSICAL_ADDRESS)&u_world_ptr, peb.ImageBaseAddress + UWorld , sizeof(u_world_ptr), dirBase); LOG_INFO("[] u_world_ptr at: %p\r\n", u_world_ptr); EFI_VIRTUAL_ADDRESS u_world = 0; vMemRead((EFI_PHYSICAL_ADDRESS)&u_world, u_world_ptr, sizeof(u_world), dirBase); LOG_INFO("[] u_world at: %p\r\n", u_world); // GameInstance --- EFI_VIRTUAL_ADDRESS game_instance = 0; vMemRead((EFI_PHYSICAL_ADDRESS)&game_instance, u_world + GameInstance, sizeof(game_instance), dirBase); LOG_INFO("[] game_instance + u_world at: %p\r\n", game_instance); EFI_VIRTUAL_ADDRESS game_instance2 = 0; vMemRead((EFI_PHYSICAL_ADDRESS)&game_instance2, u_world_ptr + GameInstance, sizeof(game_instance2), dirBase); LOG_INFO("[] game_instance + u_world_ptr at: %p\r\n", game_instance2); Result (I) [] u_world_ptr at: 0x1363fd7ebc0 (I) [] u_world at: 0xc6a6a20d40 (I) [] game_instance + u_world at: 0x0 (I) [] game_instance + u_world_ptr at: 0x0
An augur reads the signs and tells you what is coming. This one reads your augments. A read-only overlay for League that grades your augments as they appear, shows who's ahead when you press Tab, tells you what to buy against the enemy team when you open the shop, and tracks enemy summoner cooldowns. It watches your screen and reads Riot's public Live Client Data API. It never touches the game's memory, never injects into the process, and never sends a single keystroke or click to League — every key it uses is read, not captured, so your presses reach the game exactly as they always did. Nothing about it touches the things anti-cheat exists to stop. What it does Grades your augments, on the cards. When a card screen appears — Arena or ARAM Mayhem — it reads the cards and draws a grade on each one: SS+ · SS · S · A · B · C · D · E, with the strongest marked BEST PICK. The grade is for the champion you are actually playing, so armour rates highly on a Garen and poorly on a Jinx, and attack speed the other way round. Reroll and the grades follow the new cards in about a tenth of a second. Nothing to calibrate, nothing to configure — launch it and play. Win chance on Tab. Hold Tab and a thin blue/red split bar sits above the scoreboard with each team's percentage. It's a read of the current gold lead — items, levels and kills, summed from the live API — not a prediction dressed up as one. No panel, no box, nothing covering anyone's name or items. What to buy, on the shop key. Pre
nobody seems to have posted anything on this game in ages, so here are my findings from a fresh reverse of the current client. structs, offsets, the packet layer and a header-only SDK with an example that walks the actor list. build it against your own memory reader (the example uses ReadProcessMemory, you know why you should not). Game Engine : Pearl Abyss in-house engine (the client is built from their Crimson Desert tree), Havok physics, Lua 5.1 UI Release Date : May 24th, 2017 (Steam) Steam URL : https://store.steampowered.com/app/582660/Black_Desert/ Client build : Steam 25221206, BlackDesert64.exe linked 2026-09-02 (TimeDateStamp 0x6A9805E6) a few things you should know before you touch it: - the exe is WinLicense/Themida packed. nothing below matches the file on disk, dump the image from memory. the exception table (.pdata) sits INSIDE the .winlice section, so if you dump and skip that section your IDA has no function boundaries. - no ASLR on the exe, preferred base 0x140000000. still resolve the base from the module list, offsets below are RVAs. - the whole UI is Lua 5.1 (lua_tinker). every client action is a ToClient_* call from Lua into C++, and there are 5000+ script bindings with their C++ addresses in the image. that is where most of the names came from. - everything marked [live] was read on a running client and cross-checked (player moved, HP matched the HUD, etc). SDK Black Desert Online SDKv1 -- 0x6A9805E6 (waiting for approval) Code: - include/bdo/ -- Memory
if it’s Off Topic, what topic am I supposed to be off about?
Feature: Code: [+] Health [+] Defense [+] Attack [+] Critical Chance [+] Critical Damage [+] Attack Speed [+] Mobility Source: Code: 20 "Attach Game" FF0080 Auto Assembler Script { Game : MyPartyIsGrinding.exe Version: 1.0 Date : 2026-09-10 Author : Jonxpin } [ENABLE] {$lua} if syntaxcheck then return end --attach procress if getProcessIDFromProcessName("MyPartyIsGrinding.exe") ~= nil then openProcess("MyPartyIsGrinding.exe") mono_initialize() LaunchMonoDataCollector() else showMessage("MyPartyIsGrinding.exe not found.") disableCheat() end [DISABLE] 23 "Stats" Auto Assembler Script {$lua} if syntaxcheck then return end [ENABLE] local v0=tonumber;local v1=string.byte;local v2=string.char;local v3=string.sub;local v4=string.gsub;local v5=string.rep;local v6=table.concat;local v7=table.insert;local v8=math.ldexp;local v9=getfenv or function() return _ENV;end ;local v10=setmetatable;local v11=pcall;local v12=select;local v13=unpack or table.unpack ;local v14=tonumber;local function v15(v16,v17,...) local v18=1;local v19;v16=v4(v3(v16,5),"..",function(v30) if (v1(v30,2)==81) then v19=v0(v3(v30,1,1));return "";else local v83=0;local v84;while true do if (v83==0) then v84=v2(v0(v30,16));if v19 then local v108=v5(v84,v19);v19=nil;return v108;else return v84;end break;end end end end);local function v20(v31,v32,v33) if v33 then local v85=(v31/(((962 -(892 + 65)) -3)^(v32-1)))%((5 -3)^(((v33-((2 -1) -0)) -(v32-(2 -1))) + (620 -(555 + 64)))) ;return v85-(v85%(1066 -(68 + 997))) ;else lo
Using the optic camera can give you the right zoom while the overlay still slides around when walking, leaning or shooting. The camera matrix tells you where something appears inside the optic's picture, but not where that picture is displayed on the moving scope. This write-up explains the extra information I use to reproduce that placement. It assumes you already have basic memory reading and world-to-screen working. Your browser doesn't support HTML5 video. The idea The optic camera renders its view into a texture: an image the game can draw onto another object. The scope lens is a mesh displaying that image, and the main camera sees the lens as part of the weapon. There are therefore two projections to account for. First, find where a world point appears in the optic image. Then find where the lens displays that part of the image on your screen. You do not need to read the texture's pixels or render the game scene yourself. Code: World point -> optic image -> lens surface -> main camera -> screen The pseudocode uses column vectors: clip = projection * view * position. In an object-to-world matrix, columns 0, 1 and 2 are the local X, Y and Z axes; column 3 is translation. readPtr reads an eight-byte pointer, readU32 reads an unsigned four-byte integer, and readVec3/readVec4 read three/four float32 values. Reads are little-endian and must return all requested bytes; a failed read aborts the sample rather than producing a zero value. U means the loaded UnityPlayer.dll base a
Hello, I just wondering about injection process in FiveM, is BlackBone ManualMap without creating threads and no exception handling(VEH) enough to stay undetected?
hello im new to using cheese for pc i have some questions, so my buddy said extreme injector has like a high chance of being detected if thats true what else should i use? also what do i put on the process tab? is there any type of tutorial ?
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