Wizzy2008
Platinian
Hello, thanks in advance for your halves!
Game name: Gorebox
Security: Codestage Anti-Cheat Toolkit (ACTk), Half Dump Obfuscation(I don't know if maybe there could be a new anti cheat)
My Problem:
In older versions, after disabling methods such as OnCheatDetected, OnCheatingDetected in ACTk in DUMP.cs via Game Guardian or Lgl Menu with the NOP patch, Anti-Cheat could not detect it when I changed the Obscured Values.
And when I changed all the non-Obscured values, there was no problem.
But now in the new version the game freezes even when changing some moddable and non-obscured values.
Example:
For example, even though this value is not obscured, when you change it, the game freezes.
But similarly, when I change this field offset, which is not very important, there is no problem.
Another example, if I change this obscured field offset correctly without exceeding the maximum magazine limit, there is no problem, but if I exceed the maximum magazine limit, the game freezes again.
While experimenting a bit I noticed that I found all the sub-values of this field offset through Game Guardian. I changed some of them including the weapons and the game did not freeze, but when I changed the values of some weapons it froze.
Only the multiplayer part of the game is server-based, I tried this offline by turning off the internet, but there was no difference.
Some memory information about the game: In the game, the unique values of each weapon are stored at a different offset.
I am waiting for your help
(The dump file of the game is attached )
Game name: Gorebox
Security: Codestage Anti-Cheat Toolkit (ACTk), Half Dump Obfuscation(I don't know if maybe there could be a new anti cheat)
My Problem:
In older versions, after disabling methods such as OnCheatDetected, OnCheatingDetected in ACTk in DUMP.cs via Game Guardian or Lgl Menu with the NOP patch, Anti-Cheat could not detect it when I changed the Obscured Values.
And when I changed all the non-Obscured values, there was no problem.
But now in the new version the game freezes even when changing some moddable and non-obscured values.
Example:
Code:
// Namespace:
public class GBWeapon : MonoBehaviour // TypeDefIndex: 1144
{
// Fields
public Transform playerCam; // 0x18
public Animator anim; // 0x20
public AudioPlayer AS; // 0x28
public LayerMask layerShootAble; // 0x30
public LayerMask layerOrgan; // 0x34
public InvObject DropObject; // 0x38
public Transform WeaponModel; // 0x40
public float Damage; // 0x48
public float DamageObjects; // 0x4C
public int SoundRange; // 0x50
public float fireRate; // 0x54
public int SoundID; // 0x58
public int WeaponType; // 0x5C
public bool shootAble; // 0x60
public bool Damageprops; // 0x61
public bool DamageOrgans; // 0x62
public string Name; // 0x68
private string YVPP`]aPI; // 0x70
public int ID; // 0x78
private ObscuredFloat PbKBDHQ`E; // 0x7C
private ObscuredFloat AKObJ]]BQ; // 0x90
private ObscuredInt AEQRDI]TT; // 0xA4
public float bulletSpread; // 0xB4
public float bulletSpreadAim; // 0xB8
public float currentBulletSpread; // 0xBC
public float Recoil; // 0xC0
public float RecoilAim; // 0xC4
private float Knockback; // 0xC8
public float KnockbackMlp; // 0xCC
private float Bullet Recoil; // 0xD0
public bool Melee; // 0xD4
public bool Automatic; // 0xD5
public float bleedMultiplierMelee; // 0xD8
public bool Dismemberable; // 0xDC
public GameObject UseProjectile; // 0xE0
public GameObject ProjectilePreview; // 0xE8
public ParticleSystem MuzzleFlash; // 0xF0
public ParticleSystem caseEject; // 0xF8
public float AimFov; // 0x100
public int MagSize; // 0x104
public ObscuredInt AmmoLeft; // 0x108
public int AmmoTypeID; // 0x118
public float ReloadTime; // 0x11C
public float ReloadTimeTactical; // 0x120
public bool Sniper; // 0x124
public float ScopeDelayTime; // 0x128
public float cameraRecoil; // 0x12C
public ObscuredBool Shotgun; // 0x130
public bool aiming; // 0x13C
public float targetFOV; // 0x140
public bool aimAble; // 0x144
public bool AimingEnabled; // 0x145
public bool MultiStepReload; // 0x146
public float ReloadStartDelay; // 0x148
public float ReloadDelay; // 0x14C
public float ReloadEndDelay; // 0x150
public Dictionary<DamageSystem, float> DamSys; // 0x158
public Dictionary<PlayerDamageSystem, float> PDamSys; // 0x160
public bool infectAble; // 0x168
public int SoundIDSwing; // 0x16C
public int SoundIDFlesh; // 0x170
public float HitDelay; // 0x174
public bool LeaveWound; // 0x178
public bool DamageOnUse; // 0x179
public float missDamage; // 0x17C
public float hitDamageUsage; // 0x180
public ObscuredFloat Range; // 0x184
public ObscuredFloat blockEffectiveness; // 0x198
private float OK`FNCOOQ; // 0x1AC
private ObjectPooler `JYZRPaSY; // 0x1B0
public GBWeapon.AttackType[] attacks; // 0x1B8
private int Y[bXWVO`]; // 0x1C0
public MeshRenderer[] skinObject; // 0x1C8
Code:
public float Damage; // 0x48
Code:
public float Recoil; // 0xC0
Code:
public ObscuredInt AmmoLeft; // 0x108
Code:
public float fireRate; // 0x54
Some memory information about the game: In the game, the unique values of each weapon are stored at a different offset.
I am waiting for your help
(The dump file of the game is attached )