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Still relying on tools from the dinosaur age like Xenos or Extreme Injector for Overwatch? You're going to get clapped by silent failures or instant flags. If your injector reports success but your features are ghosting, you're not actually executing code in the target namespace.
Check the basic test logic used for a process-kill attempt upon attachment:
And the alternative console allocation via thread if the process kill didn't trigger:
Why this fails in modern FPS targets:
Manual mapping is the bare minimum for Overwatch internal stuff now. If you're still pasting LoadLibrary injection methods, you're just begging for a manual ban or a "silent" rejection where the DLL is in a zombie state.
Anyone got a recent dump of the LdrLoadDll hooks in the current build?
Check the basic test logic used for a process-kill attempt upon attachment:
Code:
#include <windows.h>
#include <iostream>
BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID) {
if (ul_reason_for_call == DLL_PROCESS_ATTACH) {
// Should nuke the process immediately if attached
TerminateProcess(GetCurrentProcess(), 0);
}
return TRUE;
}
And the alternative console allocation via thread if the process kill didn't trigger:
Code:
#include <windows.h>
#include <iostream>
#include <cstdio>
DWORD WINAPI MainThread(LPVOID) {
if (AllocConsole()) {
FILE* fp = nullptr;
freopen_s(&fp, "CONOUT$", "w", stdout);
freopen_s(&fp, "CONOUT$", "w", stderr);
freopen_s(&fp, "CONIN$", "r", stdin);
SetConsoleTitleA("DLL Console");
std::cout << "[+] DLL loaded successfully\n";
std::cout << "[+] Console opened\n";
std::cout << "[+] PID: " << GetCurrentProcessId() << std::endl;
}
return 0;
}
BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID) {
switch (ul_reason_for_call) {
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(hModule);
CreateThread(nullptr, 0, MainThread, nullptr, 0, nullptr);
break;
case DLL_PROCESS_DETACH:
FreeConsole();
break;
}
return TRUE;
}
Why this fails in modern FPS targets:
- Standard LoadLibrary is the first thing any decent anti-cheat hooks. Even if it's not blocked outright, it's heavily monitored.
- Module removal — the game might be detecting the unverified module and unmapping it before your thread even initializes properly.
- LdrLoadDll redirection or integrity checks that reset memory state after an unexpected external modification.
Manual mapping is the bare minimum for Overwatch internal stuff now. If you're still pasting LoadLibrary injection methods, you're just begging for a manual ban or a "silent" rejection where the DLL is in a zombie state.
Anyone got a recent dump of the LdrLoadDll hooks in the current build?