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entity list

  1. byte_corvus

    Guide CS2 Alternative m_pClippingWeapon — Grabbing Weapon ID

    Anyone still messing with m_pClippingWeapon to get indices? It's been a bit hit or miss depending on your base, so here is a more robust alternative for grabbing weapon IDs directly from the player pawn. Instead of relying on the clipping pointer, we're hopping through offsets from...
  2. byte_corvus

    Guide CS 1.6 — Reversing hw.dll for Entity List and Player Data

    Still digging into GoldSrc? Finding the entity list in Counter-Strike 1.6 isn't exactly rocket science, but if you are tired of searching or just spinning up a new internal base, here is the direct path through hw.dll. Locating the Entry Point Throw hw.dll into IDA Pro. The most reliable way to...
  3. byte_corvus

    Question Overwatch — External Entity List Linking & Component Decryption

    Struggling with entity linking in Overwatch? If you're dumping a raw list of 8k entries but your actual matched entity count is sitting at flat zero, you're likely hitting a wall with unique ID matching or component decryption. Updating an old external base requires more than just swapping the...
  4. byte_corvus

    Question Assault Cube 1.3.0.2 — Reversing Triggerbot Crosshair ID Logic

    Still messing with Assault Cube? It’s the classic sandbox for cutting your teeth on reverse engineering, but moving from v1.2.0.2 to the 1.3.0.2 build can be a headache if you’re just following old patterns. A common roadblock when building a triggerbot is getting stuck on the player name...
  5. byte_corvus

    Guide [Source] Far Cry Series — Havok Engine Entity Reversing & ESP Base

    Most of the Far Cry titles since the third installment rely heavily on the Havok Engine. If you are tired of chasing obfuscated game-specific arrays, digging into the physics engine's RTTI and structured layout is a goldmine for entity-based features like ESP or teleportation hacks. The...
  6. byte_corvus

    Question Rust BaseNetworkable — Entity Filtering and Field Retrieval

    Anyone grinding through Rust internals recently? I've seen a few devs struggle with the BaseNetworkable iteration and object property access. Dealing with Facepunch's constant obfuscation and encryption shifts is a headache, but the logic usually remains consistent if you stop looking at the...
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