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License: MIT License
An internal DLL trainer for the game "Dishonored"
License: MIT License
There should be a way to eject the DLL safely, being sure there are no dangling pointers or anything beforehand. FreeLibrary
and FreeLibraryAndExitThread
are good places to look to start.
Pointers should be validated so that data isn't written to incorrect memory, such as writing to the ammo pointer when at the main menu. Doing so has potential to cause crashes or other unpredictable behavior.
They existed when this was an external console application. See here for an idea of how they were implemented before. The pointer paths are still valid, but finding an offset or path from the static CPlayer object pointer would be ideal.
SettingManager will not be reimplemented as it was however, as there will be an imGui interface by hooking directx.
This will probably need to be done by comparing the player entity object pointer to what's in the register when the function for taking damage is called. If it's the player, then jump back, if it's not then continue. This is because the function is shared across all entities, and NOP-ing it would result in not being able to kill enemies either.
The assembly looks a little like this:
. . .
mov edx,[ebp-04]
sub [ebx+00000344],edx
. . .
ebx is the entity object, 0x344 is the health offset.
There will be a menu system drawn to the game window, which will need DirectX functions to be hooked.
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