Yeah Sheen you missed by 4 bytes, but thanks. Now I know to not touch packet size
bobsobol find this sequence if commands:
Code:
MOV EAX,DWORD PTR DS:[ECX+387C]
MOV DX,WORD PTR DS:[ECX+19C]
INC EAX
1st function you get from top, I don't know when 2nd (similar) is executed.
I adding my code to the bottom. Packet information are scattered all over memory, its composed into one packet somewhere else, not sure where.
Those packets are not encoded or decoded, this is raw data, only name and packet size is coded since it don't make sense to me, you can simply add "bobsobol like pie" into packet and it will never be encoded, everyone can get that packet and say "I knew it"
At least player name is encoded.
The space I am using to send my DWORD is right after weapon and shield information and for me it look like puzzle piece for unfinished addition.
PS. anyone know author of code?
Code:
/****************************************************************
FindPattern shenanigans. This has been C&P'd so many times that
crediting the author would be a pointless exersize.
I added a struct for this ok
****************************************************************/
BOOL DataCompare( PBYTE pbData, PBYTE pbMask, char * szMask ){
for( ; *szMask; ++szMask, ++pbData, ++pbMask )
if( *szMask == 'x' && *pbData != *pbMask )
return FALSE;
return ( *szMask == NULL );
}
Very useful, but wherever I look nobody knows who wrote that.
So probably I will add "written by anonymous".
__EDIT__
PS.2 can we do something to speed up packet sending & receiving, (to 1ms
)? PT is doing it too slow, can it have FPS speed?