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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 comparison loop instead of finding the actual crosshair ID. If you're hooking the instruction that pops up when a name tag appears, you're looking at the UI rendering logic, not the game's internal raycast or entity targeting.
The Reversed ASM Context
Here is the logic found when tracing addresses accessed during a hover. It looks like a standard loop iterating through the entity list to check against the local player name:
Technical Breakdown
Tracing the name comparison is a "dirty" way to build a triggerbot. Since ecx+0x205 is being compared to your own name, the game is simply checking which player's name tag to display. This is fine for an ESP or a name-based trigger, but it’s inefficient and prone to breaking if the game engine changes how it handles UI draws.
To build a proper, high-performance triggerbot for AC 1.3.0.2, you should focus on the Crosshair ID offset within the Local Player object. Instead of comparing strings, you check a single memory address that updates whenever your crosshair is over a valid entity.
Using string comparisons in a loop inside a triggerbot is a recipe for frame drops and laggy response times. If you're serious about the RE side, find the raycast result in the player structure. It’s much cleaner than hooking the name-tag function.
Anyone found the exact updated offset for the Crosshair ID in the latest 1.3.x builds?
A common roadblock when building a triggerbot is getting stuck on the player name comparison loop instead of finding the actual crosshair ID. If you're hooking the instruction that pops up when a name tag appears, you're looking at the UI rendering logic, not the game's internal raycast or entity targeting.
The Reversed ASM Context
Here is the logic found when tracing addresses accessed during a hover. It looks like a standard loop iterating through the entity list to check against the local player name:
Code:
mov ebx, dword ptr ds:[0x0058AC04] ; Loading player count / entity base pointer
mov ecx, dword ptr ds:[ebx+esi*4]
test ecx, ecx
je 0x00481B29
cmp dword ptr ss:[esp+0x14], ecx
je 0x00481B29
mov eax, dword ptr ss:[esp+0x10]
add ecx, 0x205 ; Likely the name offset in v1.3.0.2
nop dword ptr ds:[eax], eax
mov dl, byte ptr ds:[eax]
cmp dl, byte ptr ds:[ecx]
jne 0x00481B20 ; Breakpoint hit here during comparison
Technical Breakdown
Tracing the name comparison is a "dirty" way to build a triggerbot. Since ecx+0x205 is being compared to your own name, the game is simply checking which player's name tag to display. This is fine for an ESP or a name-based trigger, but it’s inefficient and prone to breaking if the game engine changes how it handles UI draws.
To build a proper, high-performance triggerbot for AC 1.3.0.2, you should focus on the Crosshair ID offset within the Local Player object. Instead of comparing strings, you check a single memory address that updates whenever your crosshair is over a valid entity.
- Find your Local Player pointer (usually a static address pointing to a class).
- Scan for a value that changes from 0 (or -1) to a player index when you hover over an enemy.
- In older builds, this was often found near offset 0x1E4 or 0x1E8, but in 1.3.0.2, you'll need to re-verify the structure.
- Once you have the Crosshair ID, your logic becomes a simple: if (CrosshairID > 0 && CrosshairID < MaxPlayers) { shoot(); }
- Check if the target is on your team (Team Offset) to avoid team-killing if you're not in FFA mode.
Using string comparisons in a loop inside a triggerbot is a recipe for frame drops and laggy response times. If you're serious about the RE side, find the raycast result in the player structure. It’s much cleaner than hooking the name-tag function.
Anyone found the exact updated offset for the Crosshair ID in the latest 1.3.x builds?