
ORIGINAL CODE - INJECTION POINT: "Deathloop.exe"+104CCD5 Exe is preventing ppl from scanning/modding for the table, really good stuff, it helped me to make the fly script coz i didn't need to scan for the XYZ or get the RTTI instances!Īlloc(newmem,$1000,"Deathloop.exe"+104CCD5)Ĭall short rax,Deathloop.exe+5A2C2B0 // gameLocalĬall Deathloop.exe+1FFDC50 // _libm_sse2_sincosf_Ĭall Deathloop.exe+B23EA0 // idQuat::operator*Ĭall Deathloop.exe+B91360 // arkInputs::IsActionActive so i can't scan for the viewMatrix to move the player into view direction.Īnd I didn't find a normalized vector near the position value or in the camera transform, coz this my script is only a Fly mode ( but you can go through floors or ceiling with my Fly Script) and sadly im not an Expert at making NoClips but usually i can do that if im able to scan for the player direction. I can't even do any scans coz im always getting a "Scan error:controller:Failure allocating memory for copy" error. and in the air you can move forward/backwards as usual.įreaking Denuvo. Globalalloc(KeyThread,$1000,Deathloop.exe)Īobscanmodule(aobWritePos,Deathloop.exe,0F 11 87 80 00 00 00 41 0F 11) // should be unique Added some more pointers and an Inf Double Jump script along with No Aim Sway.Īobscanmodule(aobReadCoords,Deathloop.exe,41 0F 10 A1 80 00 00 00) // should be unique.

Added Some more pointers/scripts and added a function to run whenever you open a Group Header that will update offsets (for the arkCpnt list) since they seem to move around as you progress through the game.
