The document contains assembly code that modifies memory offsets and pointers to redirect execution flow. It gets the offsets of labels, sets 4-byte relative offsets in memory to point to other addresses, and protects modified memory using virtual protection. The code checks for key presses and weapon state before modifying offsets and protection to potentially enable an aimbot or triggerbot behavior.
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Memory Manipulation Script for Game
The document contains assembly code that modifies memory offsets and pointers to redirect execution flow. It gets the offsets of labels, sets 4-byte relative offsets in memory to point to other addresses, and protects modified memory using virtual protection. The code checks for key presses and weapon state before modifying offsets and protection to potentially enable an aimbot or triggerbot behavior.
05E0: 1@ = read_memory 0x006F1E60 size 1 virtual_protect 1 05E0: 2@ = read_memory 0x006F1E61 size 1 virtual_protect 1 //rmb if and 1@ == 0 2@ <> 0 //00E1: player 0 pressed_key 6 //Aim key 80E0: not player $PLAYER_CHAR driving then if and 82D7: not player $PLAYER_CHAR currentweapon == 1 82D7: not player $PLAYER_CHAR currentweapon == 7 82D7: not player $PLAYER_CHAR currentweapon == 8 82D7: not player $PLAYER_CHAR currentweapon == 10 82D7: not player $PLAYER_CHAR currentweapon == 11 82D7: not player $PLAYER_CHAR currentweapon == 12 then 05DF: write_memory 0x004F1F43 size 1 value 0x84 virtual_protect 1 //05DF: write_memory 0x4CB63E size 4 value 0x0001AA6E virtual_protect 1 05DF: write_memory 10@ size 2 value 0xFF virtual_protect 1 05DF: write_memory 9@ size 2 value 0x00 virtual_protect 1 05F5: call_scm_func @setMemOffset 3 memory 5@ pointing_to 0x4E60B0 virtual_protect 1 6@ = true 17@ = 0 end else if and 80E0: not player $PLAYER_CHAR driving 6@ == true then 05DF: write_memory 0x004F1F43 size 1 value 0x85 virtual_protect 1 //05DF: write_memory 0x4CB63E size 4 value 0x0001B55E virtual_protect 1 05F5: call_scm_func @setMemOffset 3 memory 5@ pointing_to 0x4E6BA0 virtual_protect 1 6@ = false //05DF: write_memory 0x0055C380 size 4 value 0x550008C2 virtual_protect 1 0054: store_player $PLAYER_CHAR position_to 7@ 8@ 16@ 0211: actor $PLAYER_ACTOR walk_to 7@ 8@ if 17@ > 1000 then //05DF: write_memory 0x0055C380 size 4 value 0x55575653 virtual_protect 1 end end
if and 1@ <> 0 2@ <> 0 then //05DF: write_memory 0x0055C380 size 4 value 0x55575653 virtual_protect 1 05DF: write_memory 9@ size 2 value 0x00 virtual_protect 1 end
if and 0@ <> 0x55575653 00E1: player 0 pressed_key 17 //fire then //05DF: write_memory 0x0055C380 size 4 value 0x55575653 virtual_protect 1 end
end end :middle hex E8 00000000 //- call 004D48E0 //CPED::ISPLAYER 84 C0 //- test al,al 74 0A //- je *** end
:start hex E8 00000000 //- call 004E6BA0 end :end2 hex E9 00000000 //- jmp 004CB642 end
05E0: 1@ = read_memory 0x006F1E60 size 1 virtual_protect 1 05E0: 2@ = read_memory 0x006F1E61 size 1 virtual_protect 1 //rmb if and 1@ == 0 2@ <> 0 //00E1: player 0 pressed_key 6 //Aim key 80E0: not player $PLAYER_CHAR driving then if and 82D7: not player $PLAYER_CHAR currentweapon == 1 82D7: not player $PLAYER_CHAR currentweapon == 7 82D7: not player $PLAYER_CHAR currentweapon == 8 82D7: not player $PLAYER_CHAR currentweapon == 10 82D7: not player $PLAYER_CHAR currentweapon == 11 82D7: not player $PLAYER_CHAR currentweapon == 12 then 05DF: write_memory 0x004F1FF2 size 1 value 0x84 virtual_protect 1 //05DF: write_memory 0x4CB63E size 4 value 0x0001AA6E virtual_protect 1 05DF: write_memory 10@ size 2 value 0xFF virtual_protect 1 05DF: write_memory 9@ size 2 value 0x00 virtual_protect 1 05F5: call_scm_func @setMemOffset 3 memory 5@ pointing_to 0x4E6160 virtual_protect 1 6@ = true 17@ = 0 end else if and 80E0: not player $PLAYER_CHAR driving 6@ == true then 05DF: write_memory 0x004F1FF2 size 1 value 0x85 virtual_protect 1 //05DF: write_memory 0x4CB63E size 4 value 0x0001B55E virtual_protect 1 05F5: call_scm_func @setMemOffset 3 memory 5@ pointing_to 0x4E6C50 virtual_protect 1 6@ = false //05DF: write_memory 0x0055C380 size 4 value 0x550008C2 virtual_protect 1 0054: store_player $PLAYER_CHAR position_to 7@ 8@ 16@ 0211: actor $PLAYER_ACTOR walk_to 7@ 8@ if 17@ > 1000 then //05DF: write_memory 0x0055C380 size 4 value 0x55575653 virtual_protect 1 end end
if and 1@ <> 0 2@ <> 0 then //05DF: write_memory 0x0055C380 size 4 value 0x55575653 virtual_protect 1 05DF: write_memory 9@ size 2 value 0x00 virtual_protect 1 end
/*if and 0@ <> 0x55575653 00E1: player 0 pressed_key 17 //fire then //05DF: write_memory 0x0055C380 size 4 value 0x55575653 virtual_protect 1 end */
end end
{ FUNCTIONS INCLUDED:
- getMemOffset Type: GET Description: Get the relative offset of a memory pointing to a specific address.
- setMemOffset Type: GET Description: Set a 4-byte relative offset of a memory pointing to a specific address with virtual protection. }
:getMemOffset { Parameters: Passed: 0@ - memory pointer 1@ - memory to point Result: 1@ - memory offset