vaio@vaio:~$ strings Antis-beit.amx HackCheck OnClientCheckResponse OnPlayerConnect SetTimerEx SendClientCheck Kick samp Float Float
native SendClientCheck (playerid, actionid, memaddr, memOffset, bytesCount); forward OnClientCheckResponse (playerid, actionid, memaddr, retndata);
Not so long ago were discovered two hidden features: SendClientCheck and OnClientCheckResponse. At first, it was just a discussion forum cheat overseas. Later, there unsubscribed beta tester, ex-testers' sump Y_Less. Here is what he wrote: "As I said, it calculates a checksum byte array to the specified address in the memory gta_sa.exe, so everyone can find a cheat: Cleos, s-beit, etc. Talking about RakNet layer connecting to the server . which calls SendClientCheck, it sends an RPC (contains the address of) actions for the client and the client is also responsible to the RPC (contains a checksum). Subsequently, Y_Less was removed from the beta testers for the draining of these functions. Most likely, these features were designed major projects. |
What I've extracted with BASH:
Code:
vaio@vaio:~$ strings Antis-beit.amx HackCheck OnClientCheckResponse OnPlayerConnect SetTimerEx SendClientCheck Kick samp Float Float Code:
native SendClientCheck (playerid, actionid, memaddr, memOffset, bytesCount); forward OnClientCheckResponse (playerid, actionid, memaddr, retndata); That's interesting. I don't think this thread will last long anyway. |
As I said before, it computes the checksum for an array of bytes at given address in gta_sa.exe memory, so every cheat can be detected: CLEOs, ******, and so on. Talking about RakNet layer, when you connect to the server which calls SendClientCheck, it sends an RPC (contains address) action to the client and client also responds with the RPC (contains checksum). It can be used like this: SendClientCheck(playerid, 5 (iCmd), Address, Offset (relative to address), BytesCount); and callback: OnClientCheckResponse(playerid, iCmd, Address, checksum);