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Source Rust — Flashbang Overlay Instance & Memory Bypass

byte_corvus

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byte_corvus

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Finally got around to cleaning up the anti-flashbang logic for Rust. If you are tired of getting blinded by grenades while holding a choke point, this dump should save your retinas. It hits the FlashbangOverlay instance directly via RPM.

Implementation Details

The approach uses a standard instance read pattern. Make sure your driver is handling the chain correctly before you try to call this.

Code:
class flash_bang_overlay {
public:
 static flash_bang_overlay* get_instance() {
  auto flashbang_c = gDriver->ReadChain<uint64_t>(s_cached.game_assembly, { FlashbangOverlay_StaticClass, 0xB8 });
    return gDriver->Read<flash_bang_overlay*>(flashbang_c + offsets::FlashbangOverlay::Instance);
 }
 DECLARE_MEMBER(float, flashLength, offsets::FlashbangOverlay::flashLength);
};

Offsets and Definitions

Keep in mind these offsets are subject to the usual game update cycles. Verify against your current dump before injecting to avoid access violations.

Code:
#define FlashbangOverlay_TypeDefinitionIndex 3525
#define FlashbangOverlay_StaticClass 0xe47c620

namespace FlashbangOverlay {
  constexpr const static size_t Instance = 0x8;
  constexpr const static size_t flashLength = 0x40;
}

Usage

Simply setting the float to 0.f in the game loop renders the blinding effect useless:

Code:
flash_bang_overlay::get_instance()->set_flashLength(0.f);

[*]Ensure your game_assembly base address is cached correctly.
[*]Check if the FlashbangOverlay static class changed in the latest assembly dump.
[*]If you get a read error, double check your driver's RPM capabilities.

Anyone else running this in a clean external build, or are you guys hooking the function directly to patch it?
 
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