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memory reading

  1. byte_corvus

    Question CS2 Spectator List — Post-Update Logic and Offset Fixes

    The recent update for CS2 just dropped and, as expected, it nuked common spectator list implementations. If you're relying on the old observer services traversal, you're likely hitting a wall or reading garbage memory. It looks like the standard way of grabbing m_hObserverPawn and iterating...
  2. 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...
  3. byte_corvus

    Question Apex Legends — MmCopyVirtualMemory + KDMapper for Kernel RPM

    Anyone currently digging into kernel-level memory reading for Apex? I’ve seen plenty of discussion regarding the classic MmCopyVirtualMemory approach combined with kdmapper for loading. The question is simple: does this setup actually hold up against EAC these days, or is it an instant flag on...
  4. 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...
  5. byte_corvus

    Source All Points Bulletin — ESP Actor Loop and Bone Logic

    Tired of wasting time re-reversing the same Unreal-based garbage? Here is a basic ESP template for APB to keep your external base from crusting over. It covers the essential actor iteration and basic actor structure reading—the rest is up to you. Technical Breakdown Identify your UWorld offset...
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