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byte_corvus

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byte_corvus

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Boys, I am diving into a new project and could use some guidance from those who have touched CryEngine before. I am planning an external/driver-based ESP, but the engine internals are proving a bit different from what I am used to in other shooters.

Technical status:
  1. I have a working dump.exe for reference.
  2. Memory Read/Write via Cheat Engine is functional, though the memory viewer is locked down (likely some handle stripping or basic integrity checks).
  3. Targeting an external/kernel implementation for stability.

I have poked around, but I am hitting a wall regarding the initialization of the entity list and viewmatrix structures.

A few questions for the seasoned devs here:
  1. Hardcoding addresses vs. Pattern scanning: In this engine, does it make sense to stick with pattern sigs to survive minor updates, or is the architecture stable enough for hardcoding?
  2. Entity List: Any tips on locating the entity list headers in this specific engine version? I am familiar with IDA, but CryEngine's object management feels distinct from the standard Source/UE setups I usually work with.
  3. Memory Access: Since the memory viewer is restricted, what is your preferred method for live debugging without triggering an instant manual ban or heartbeat detection?

I am not looking for spoon-fed offsets, just a nudge in the right direction on the reverse engineering workflow for CryEngine. If anyone has experience with this specific framework, let me know what you think of the protection layer.

Drop your thoughts below—has anyone successfully bypassed the read/write restrictions here?
 
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