![]() These could possibly be stored as members of a Player class. There are also variable which hold the count of your bullets in your current magazine along with a variable which holds the number of magazines your player has. Every player has a health value which decreases when you’re inflicted with damage when another player shoots at you. So we can assume that there are some properties which hold for all player entities in the game. So first we’ll start with the easy stuff, how do we get unlimited ammo and armour and health? We need to figure out how the game stores these values and how we can control them. This article is roughly divided into the following sections: This was an invaluable resource while developing the ESP hack, OpenGL rendering pipeline - this gives a detailed overview of the rendering pipeline used by OpenGL. ![]() This proved to be an pragmatic resource detailing the usage of the mach_vm_* API which is essential for interacting with another process on macOS. Mach_inject - this is a tool for dylib injection on macOS. Low latency, it can even run across a 56 Kbps connection Lightweight size, only about 50 MB to download, plus additional maps average 20 KB each With the correct settings, it can run on old hardware (Pentium III and above). I had also mentioned this tool in my last post. Source code is available under a zlib-like open source license. It is an extremely powerful and easy to use. An aimbot for Assault Cube 1.2.0.2 that automatically aims at enemy players.I learned about all the model-view matrix calculations which I talk about later in this post, from this website.įrida - this is a dynamic binary instrumentation tool which supports various OSes and architectures. Guided Hacking - this is a forum which discusses the development of cheats for a plethora of games and has an active forum and extremly helpful community. The slides for the presentation can be viewed here.īefore I get started with the technicalities, I would like to mention the resources which were extremely helpful for me to approach this problem: Since I was unable to find a step-by-step approach for doing this on macOS, I decided to take up this task for fun and this eventually turned into a conference talk as well which I gave at BSides Delhi 2018. While there are a lot of tutorials for developing game trainers for Windows based games online, the resources for doing the same on macOS are fairly scarce and are mostly present in undocumented code repositiories on GitHub. My inital aim was to develop a subset of the common and popular features which are usually associated with a game trainer such an infinite health and ammuntion, and some of the more exotic features including an aimbot (automatic aiming at enemies) and ESP (extra sensory perception - just a fancy term for being able to see enemies through walls). All the source code used in this post is present in this GitHub repo including the final trainer implementations: headshot Continuing with the spirit of game hacking from my last post which covered my approach for hacking an iOS game using various tools and techniques, I’ll discuss the requisites and tools which aided me in this endeavour. This post will cover the method I approached to do some rudimentary reverse engineering and wrote a console based game trainer for an open source FPS game called Assault Cube.
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