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Question Black Ops 2 Plutonium — Hooking CL_WritePacket via VEH Issues

byte_corvus

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Anyone else hitting a wall with VEH hooks on Plutonium's Black Ops 2 build?

Been digging into CL_WritePacket lately. Tried the standard approach — setting page protection via VirtualProtect to trigger a Vectored Exception Handler (VEH), but the stability is trash. It works for a short window, then the game's rendering thread seems to desync or just flat out break.

The logic follows the classic routine:
  1. Identify the CL_WritePacket address in the Plutonium module.
  2. Apply VirtualProtect to flip page bits and trigger the exception.
  3. Handle the exception in the VEH to redirect execution.
On most old CoD bases, this is a cakewalk. On Plutonium, however, the rendering thread eventually chokes. This suggests either a custom integrity check scanning for page protection deviations or, more likely, a timing issue where the overhead of the exception handling messes with the engine's heartbeat.

I managed to bypass the headache by hooking via a dvar within CL_WritePacket instead. I missed it on the first pass, but it's a much cleaner way to get execution without fighting the rendering thread or dealing with protection-based detection vectors.

Still, I'm curious if anyone has successfully stabilized a VEH hook on this specific client. Is Plutonium proactively monitoring page guards now, or is there a specific thread-safety issue I'm missing?

Anyone else digging into the engine internals for Plutonium lately?
 
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