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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.
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.
Usage
Simply setting the float to 0.f in the game loop renders the blinding effect useless:
Anyone else running this in a clean external build, or are you guys hooking the function directly to patch it?
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.
[*]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?