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Rust for externals—it is about time more people moved away from C++ boilerplate.
I have been digging into the Rust language for the last few days, coming from a heavy C++ background. I decided to share a simple external framework I have been refining for Windows memory manipulation. This base provides a clean starting point for anyone looking to build their own tools with the benefit of Rust's safety, though we still play in the unsafe sandbox for most of our needs.
This isn't a complex, multi-layered bypass, but it handles the essentials of process attachment and memory access. I have tested the logic with basics like COD:WWII, and the implementation is stable enough for further development.
Included Functionality
Infocheats Reality Check
Since this is an external base, it's a good alternative to the usual C++ pastes that get flagged instantly. However, keep in mind this is user-mode stuff. If you are going after EAC or BattlEye titles, do not expect this to be undetected out of the box. You will need to integrate a driver or a custom handle-less method to stay safe on protected servers.
While others are struggling with memory leaks and dangling pointers in their half-baked C++ injectors, using Rust gives you a more reliable environment to develop your features.
I managed to get my hands on the source for this build, so it's a great reference for anyone wanting to see how FFI and WinAPI handles are mapped in a modern language.
who else is making the jump to Rust for their external tools?
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I have been digging into the Rust language for the last few days, coming from a heavy C++ background. I decided to share a simple external framework I have been refining for Windows memory manipulation. This base provides a clean starting point for anyone looking to build their own tools with the benefit of Rust's safety, though we still play in the unsafe sandbox for most of our needs.
This isn't a complex, multi-layered bypass, but it handles the essentials of process attachment and memory access. I have tested the logic with basics like COD:WWII, and the implementation is stable enough for further development.
Included Functionality
- Memory Logic — Wrappers for RPM (Reading) and WPM (Writing) operations.
- Process Handling — Functions to get PID by name and check if a target is running.
- Module Scanning — Logic for resolving the base address of game modules.
- System Utils — Console state management and basic command execution.
Process & Module Tools:
- Fetching process information dynamically.
- Getting the base address of a module within a process.
- Terminating processes and checking status.
- Getting the PID via process name.
- Fetching process information dynamically.
- Getting the base address of a module within a process.
- Terminating processes and checking status.
- Getting the PID via process name.
Infocheats Reality Check
Since this is an external base, it's a good alternative to the usual C++ pastes that get flagged instantly. However, keep in mind this is user-mode stuff. If you are going after EAC or BattlEye titles, do not expect this to be undetected out of the box. You will need to integrate a driver or a custom handle-less method to stay safe on protected servers.
While others are struggling with memory leaks and dangling pointers in their half-baked C++ injectors, using Rust gives you a more reliable environment to develop your features.
I managed to get my hands on the source for this build, so it's a great reference for anyone wanting to see how FFI and WinAPI handles are mapped in a modern language.
who else is making the jump to Rust for their external tools?