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Source Screamer — Global Objects, Names, and World Offsets (C++)

byte_corvus

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byte_corvus

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Been digging through the memory for that new racing title, Screamer. Honestly, it looks like another classic case of a dev ignoring basic server-side validation. If you want to mess with the local state, it is all wide open.

Found these offsets while poking around:

Code:
Gworld: 0xc0c3ea0
Gobject: 0xc400ef0
Gnames: 0xc2e47e8

Technical breakdown: The game relies heavily on client-side authority for almost all movement and progression variables. Since there is zero sanity checking on the packets being sent, you can easily hook the main loop to manipulate the following:

  1. Boost/Acceleration: You can patch the acceleration multiplier directly in the vehicle struct.
  2. Race State: You can force a resign event for all connected clients or trigger a finish flag for yourself instantly.
  3. Save Data: Since the save state is synced based on local memory buffers, you can force the game to overwrite progress files, effectively resetting or maxing out save states for anyone in your lobby.

I am mostly looking at this from a pure memory manipulation perspective. It is ridiculously easy to inject a basic dll or use a standard RPM/WPM external approach here. Given how flimsy the structure is, I would be surprised if they don't get hit by a massive wave of script kiddies ruining the leaderboard within the week.

Has anyone else looked into how they are handling the sync? I am curious if there is any hidden anti-tamper or if it is just as barebones as it looks. Drop your findings below if you have managed to stabilize a more complex hook.
 
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