Closed mesaruk closed 3 months ago
`void BaseNetworkable::ItterateEntities() { //' std::cout << "[BaseNetworkable] Iterating Entities" << std::endl; for (uint32_t i = 0; i < ObjectListSize; i++) { uint64_t currentobject = TargetProcess.Read(ObjectList + (0x20 + (i * 8))); if (currentobject == 0) { std::cout << "[BaseNetworkable] Skipping invalid object at index " << i << std::endl; continue; // Skip if the object is invalid }
uint64_t baseobject = TargetProcess.Read<uint64_t>(currentobject + 0x10); uint64_t object = TargetProcess.Read<uint64_t>(baseobject + 0x30); uint64_t prefab = TargetProcess.Read<uint64_t>(object + 0x60); WORD tag = TargetProcess.Read<WORD>(object + 0x54); char buff[256] = { 0 }; if (!TargetProcess.Read(prefab, reinterpret_cast<void*>(buff), sizeof(buff))) { std::cerr << "[BaseNetworkable] Failed to read prefab name for object at index " << i << std::endl; continue; } std::string prefabname = buff; std::cout << "[BaseNetworkable] PrefabName: " << prefabname << std::endl; std::cout << "[BaseNetworkable] Tag: " << tag << std::endl; if (prefabname.find("metal") != std::string::npos) { std::cout << "[BaseNetworkable] Found entity with 'metal' in the name: " << prefabname << std::endl; } }
}`
what am i doing wrong?
solved the issue incorrect memory address
`void BaseNetworkable::ItterateEntities() { //' std::cout << "[BaseNetworkable] Iterating Entities" << std::endl; for (uint32_t i = 0; i < ObjectListSize; i++) { uint64_t currentobject = TargetProcess.Read(ObjectList + (0x20 + (i * 8)));
if (currentobject == 0)
{
std::cout << "[BaseNetworkable] Skipping invalid object at index " << i << std::endl;
continue; // Skip if the object is invalid
}
}`
what am i doing wrong?