rw-no-attach's People
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hello, c++ new thread bsod
Hello, I don't get bsod when I use KeAttachProcess/KeStackAttachProcess.
Rw-No-Attach thread bsod. windows 11 latesh.
sorry for bad english
no problem with single core
std::thread overlay_thread(renderEsp);
void renderEsp() {
std::this_thread::sleep_for(std::chrono::milliseconds(40));
std::unique_ptr<std::vector> t_oreList = std::make_unique<std::vector>();
DWORD64 EntityRealm = Read<DWORD64>(base_networkable + 0xB8);
DWORD64 ClientEntities = Read<DWORD64>(EntityRealm);
DWORD64 ClientEntities_list = Read<DWORD64>(ClientEntities + 0x10);
DWORD64 ClientEntities_values = Read<DWORD64>(ClientEntities_list + 0x28);
if (!ClientEntities_values) return;
int EntityCount = Read<int>(ClientEntities_values + 0x10);
DWORD64 EntityBuffer = Read<DWORD64>(ClientEntities_values + 0x18);
for (int i = 0; i < EntityCount; i++)
{
DWORD64 Entity = Read<DWORD64>(EntityBuffer + 0x20 + (i * 0x8));//BaseEntity
//std::cout<<"Entity:" << Entity << std::endl;
if (Entity <= 100000) continue;
DWORD64 Object = Read<DWORD64>(Entity + 0x10);
if (Object <= 100000) continue;
DWORD64 ObjectClass = Read<DWORD64>(Object + 0x30); //CGameObject
if (ObjectClass <= 100000) continue;
if (Read<int16_t>(ObjectClass + 0x54) == 6)
{
//std::cout << "Object:" << Object << std::endl;
}
//int16_t Tag = Read<int16_t>(Object + 0x54);
//if (Tag == 5)
//{
// LocalViewMatrixGuncelle();
//}
auto BNname = ReadNative(ObjectClass + 0x60);
//if (BNname.find("LocalPlayer") != std::string::npos) {
//DWORD64 gameObject = Read<DWORD64>(ObjectClass + 0x30);
//DWORD64 Trans = Read<DWORD64>(gameObject + 0x8);
//DWORD64 Vec = Read<DWORD64>(Trans + 0x38);
//Vector3 pos = Read<Vector3>(Vec + 0x90);
//DWORD64 myLocalPlayer = Read<DWORD64>(Object + 0x28);
//DWORD64 Movement = Read<DWORD64>(myLocalPlayer + oBaseMovement);
//std::cout << "Movement : " << Movement << std::endl;
//Vector3 vel = Read<Vector3>(Movement + 0xD4);
//std::cout << "Local Kordinat : " << vel.x << " " << vel.y << " " << vel.z << std::endl;
//}
if (BNname.find("autospawn/resource/ores") != std::string::npos || BNname.find("autospawn/collectable/") != std::string::npos) {
if (BNname.find("stone-ore.prefab") != std::string::npos) {
DWORD64 gameObject = Read<DWORD64>(ObjectClass + 0x30);
DWORD64 Trans = Read<DWORD64>(gameObject + 0x8);
DWORD64 Vec = Read<DWORD64>(Trans + 0x38);
Vector3 pos = Read<Vector3>(Vec + 0x90);
LocalViewMatrixGuncelle();
//std::cout << "Local Kordinat : " << position.x << " " << position.y << " " << position.z << std::endl;
//Vector2 screen{};
//if (world_to_screen(pos, screen))
//{
//ImGui::GetOverlayDrawList()->AddText(ImVec2(screen.x, screen.y), ImColor(255, 0, 27), "Tas");
//}
auto entity = Read<uintptr_t>(gameObject + 0x18);
std::unique_ptr<BaseResource> oreEntity = std::make_unique<BaseResource>(entity, Trans, ObjectClass);
t_oreList->push_back(*oreEntity); continue;
//Vector2 screen{};
//if (world_to_screen(pos, screen))
//{
//ImGui::GetOverlayDrawList()->AddText(ImVec2(screen.x, screen.y), ImColor(255, 0, 27), "Tas");
//}
}
}
}
oreList->clear();
*oreList = *t_oreList;
}
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