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Question BloodStrike — Skin Changer Implementation and Asset ID Hooking Help

byte_corvus

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byte_corvus

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Anyone else messing around with Bloodstrike internal structures? I have been trying to poke at the skin changer logic lately, but the obfuscation is a bit of a headache.

I scanned the skin IDs locally, but I am running into issues with the implementation. I tried hooking the memory to swap the IDs, but I am not sure if my current offsets are even hitting the right address space or if I am just barking up the wrong tree with the current method. The IDs I managed to dump are linked below for reference, but I have no idea if they are actually valid or just garbage data from a partial dump.

Tech-wise:
  1. Current approach: Attempting direct ID swap via memory write.
  2. Observation: The game seems to be validating the skin entity state on load, making standard RPM/WPM swaps tricky without a proper hook.
  3. Bottleneck: Identifying the correct base pointer for the inventory/loadout struct.

I am open to any hints or leads on how the item definition table is structured in this engine. Has anyone managed to get a stable swap working, or are we looking at server-side verification for weapon skins?

If anyone has a better way to map these IDs or has found the relevant function for asset loading, drop a reply. Here are the IDs I pulled:

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Curious to see if anyone else is actively reversing this or if I am wasting my time on an RMT-locked feature. Let me know if you have tested a different approach for patching the local asset pointers.
 
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