Guide How to Bypass FairFight Anticheat

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Rake

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Anticheat
FairFight
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FairFight is a serversided anticheat developed by GameBlocks, that relies solely on statistics & screenshots for cheat detection. It does not run on the client and therefore you only need to bypass screenshots & make sure your statistics aren't anomalous in comparison to regular players.

FairFight - Server Side Anti-Cheat
Our anti-cheat system offers AAA and independent studios with the most transparent and effective tools to deter cheating that currently exists.

FairFight is a customizable, serverside anticheat operates in real time. It does not reside on the player's computer or the game server, and does not examine the player's devices or scan your computer for the latest hacks. FairFight uses GameBlocks' proprietary GameChanger rule engine and database structures to evaluate players gameplay actions and to make it a FairFight for everyone. Players actions are tested against statistics to identify cheating. FairFight checks these indicators using server-side reporting tools and takes action when both methods correlate to cheating. FairFight's graduated penalty system is effective at suppressing and deterring cheaters by imposing prompt and appropriate penalties automatically, while notifying them that continued misbehavior will result in graduating levels of penalties.

Fairfight Integrity System
FairFight includes a game integrity system that gives game publishers the ability to evaluate and more importantly act on virtually every aspect of gameplay. FairFight's rule engine, database system and embedded notification structure allow you get a deep understanding of how your game is used. In many ways that previously could not be done or that required expensive and time consuming development. With a minimum of integration, GameBlocks offers both pre-defined rule sets and the ability to rapidly customize your inquiries to asses any gameplay activities for which you have data. Use FairFight to stop undesirable gameplay or to analyze your game for ways to improve gameplay.

Player Statistics
FairFight analyzes gameplay events to create player statistics & build a detailed player profile for each player
  • Player Info with status
  • Player Location with game map overlay
  • Player Lists to allow focused tracking of a player
  • Player Notes available for administrators
  • Action Buttons like kill, cool down, kick, suspend, screenshot
  • Visualization of player statistical rankings

Most important steps to bypass Fairfight
  • Clean screenshots
  • Do not rage
  • Use human aim techniques in your aimbot
Keep reading for more information

Publishers that Use Fairfight
  • Dice / EA
  • Ubisoft
  • GamersFirst
  • Hoplon
  • Crytek
  • Popcap

Fairfight Protected Games
  • APB-Reloaded
  • Battlefield 1
  • Battlefield
  • Battlefield 5
  • Battlefield Hardline
  • H1Z1
  • TheDivision 1
  • Titanfall
  • Titanfall2
  • Star Wars Battlefront 1
  • Star Wars Battlefront 2
  • Plants vs Zombies
  • Rainbow Six Siege

How to Bypass Fairfight Anticheat

Fairfight does not reside on the client's computer, therefore:
  • does not scan the players'devices for hacks
  • It doesn't do any anti-debug
  • It doesn't block Cheat Engine or debuggers
  • It doesn't detect internal or external cheats
  • No signature based detection
  • You don't need manual mapping or other fancy stuff
This makes it really easy to "bypass" since it has no impact on the client's side. This is a great anticheat to work on if you're a beginner learning to bypass anticheat.

To bypass Fairfight, you don't need to do anything!

That's not exactly true, you just need to ensure the statistics it collects, do not look anomalous. You need these statistics to look like the same as any other player.

FairFight will track statistics of many things along with their timestamps:
  • Player's Position
  • Kill / Death Ratio
  • Points / Kills per minute
  • Accuracy
  • Head shots vs body shots
  • Aim Angles
  • Reaction time
  • Time spent aiming at enemies vs time spent aiming at enemies
  • Time spent performing different actions
These statistics can clearly define the actions of a cheater vs a regular player. If every shot you take is a headshot, then you're clearly cheating. If you're constantly staring at enemies through the walls, you clearly have ESP. If you snap to target in 1 millisecond, you're clearly using an aimbot. If 95% of your shots hit an enemy, you're clearly cheating.

How to bypass Fairfight's statistic based detection

Aimbot

  • Don't snap to target
  • Use human aim techniques like bezier curves
  • Aimbot smoothing
  • Don't use only headshots, alternate with body shots
  • Don't initiate aimbot until the first or second shot is fired
  • Miss some shots on purpose
  • Use a low FOV aimbot
  • Randomize the bone you're targetting
  • Add small offsets to position
  • Randomize time intervals
ESP
  • Don't aim at enemies through walls
  • View the ESP boxes in your peripheral vision, do not stare at them
  • Purposely look away from ESP Boxes while traveling to mess up the statistics
  • Put a distance limit on your ESP, so you're not being told where they are from very far away
  • Consider using ESP only on visible enemies

Things you need to avoid on Fairfight protected games
  • Teleporting
  • Speed hacking
  • Spinbot
  • Large FOV aimbot
  • Rapid fire hacks

FairFight has the optional capability of taking screenshots
If your player statistics look like cheating behavior, then Fairfight can instruct the game client to take a screenshot of desktop window. These screenshots can be reviewed by staff. If an ESP or hack menu is found in the screenshots you will be banned at a later time. Other anticheat do this as well.

So how do you clean screenshots and bypass it? More importantly, how are screenshots taken?

Fairfight typically used BitBlt() which is a Windows API GDI function that captures the pixel data from the screen.

BitBlt
The BitBlt() function is exported by gdi32.dll and performs a bit-block transfer of the color data corresponding to a rectangle of pixels from the specified source device context into a destination device context. BitBlt() captures the screenshot data, but a second function GetDIBits() needs to be called to convert that to a bitmap structure, then you have to build the bitmap file and save it to disk.

Anticheat probably only calls BitBlt(), they can convert it to a bitmap using GetDIBits() on the server. Regardless you only need to clean your screenshot right before BitBlt(), any subsequent call to GetDIBits() will use the clean data.

BitBlt() is the only regular Windows API function that can take a screenshot, there is no other way.

So how do you bypass these BitBlt() screenshots?

We have a complete tutorial available.

This article consists of 4 parts:
  1. Intro to BitBlt() screenshots
  2. How to take a screenshot in C++
  3. A simple implementation of a BitBlt screenshot cleaner & logger example
  4. My universal x86/x64 internal & external screenshot cleaner project
The following article will teach you everything: Source Code - Screenshot Cleaner - Bypass Fairfight & Punkbuster - BitBlt Hook

That's it, it's not that hard to bypass Fairfight.

For additional information, checkout the SWBF2 thread which also has Fairfight: Source Code - Star Wars Battlefront II Hacks SWBF2 Cheats ( 2017 )

Thank you @Kleon742 for writing the rough draft of this guide and providing additional information
 
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Rake

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How FairFight works

Fairfight uses two overlapping and mutually supportive methods to identify cheaters: algorithmic analysis of player statistics and server side cheating detection. FairFight uses an algorithmic model to evaluate gameplay based on multiple statistical markers to identify cheating behavior that occurs. FairFight uses objective server side reporting tools to cross check these indicators. When both of these methods are related to cheating, it takes action and because you have established FairFights tolerance and in game actions that will deal with hackers, you can control your game like never before.

In order that highly skilled players are not erroneously flagged as cheats, FairFight uses Server Side Cheat Detection to cross compare results. FairFights Server Side Cheat Detection monitors the game state in real time, scanning gameplay data of your choice for events and conditions which are not possible or that are exceedingly improbable to achieve without the use of hacks. For example, in a given first person shooter it may be impossible for a weapon to kill or even hit a player from a long distance. When FairFight sees this occur it automatically records it as a validation of any anomalous findings. With the validation event in place, FairFight will take any number of actions that you have selected, and it will do so when you want it to. FairFights combined approaches offer the best cheat detection and suppression tool in the industry and it functions in real time.

FairFights customized GameChanger rules engine and graduated penalty system can be modified during the entire life of the title, allowing you to make it a FairFight for everyone all the time. Publishers can harden or soften the detection threshold and the ban of punishment, and add or eliminate statistics to meet their needs. for incorrigible hacker, FairFight think, and regularly update the list of players suspended labeled as cheating. Watch lists can be used for continuous and closer monitoring to automatically or manually create temporary and permanent the suspension may be imposed, and in accordance with your wishes, the hacker can prohibit a single title or across multiple titles.

Since FairFight is a server-side system, FairFight to integrate your game will be seamless. In other words, we will not mess up your game. In addition, since FairFight only API connection, if we have a connection or safety issues the game will continue without problems.

How does Fairfight compare against VAC & PunkBuster?

The most popular anti-cheat programs operate like an antivirus program, searching each players' computer for known strings of hack code. Since these programs scan memory and other components of your customer's computer, they not only raise privacy and security concerns, but they are also constantly 'fighting the last war'. Hacks are always being written, hidden, rewritten, rehidden, and evolving in ways that make accurate forensic detection extremely difficult. Game publishers get mired in a never ending game of catch-up trying to discover the latest iteration of a hack, but never getting ahead of the hackers. Bottom line: the most popular anti-cheat programs just aren't that effective. Hackers can and do disrupt gameplay for hours, days and weeks on end, all the while destroying the gaming experience for honest players, damaging your brand and jeopardizing your revenue streams.

With FairFight, what you do with the identified 'cheaters' is up to you. If you believe, that banning players is detrimental to your game. FairFight offers a host of options. You have the flexibility to warn/kick/kill/suspend or, if necessary, ban hackers from your game. This allows you to suppress or, if you prefer, segregate hackers. You can establish a 'penalty box' or hacker purgatory where hacks are tolerated, or even expected.

FairFight uses a different and, we believe, far better approach. FairFight receives game play data from the game server and focuses on the gameplay itself to determine if a player is cheating. Server Side Cheat Detection (SSCD) monitors in-game conditions and actions, while realtime Algorithmic Analysis of Player Statistics (AAPS) identifies statistically anomalous outcomes. When combined and cross-checked, FairFight's graduated punishment system suppresses and deters cheating using prompt and appropriate penalties.

FairFight has detailed player information, leader boards and statistical summaries that PBand VAC do not provide. There is email with full reporting, comprehensive chat monitoring, heat maps, and more. Despite all of these offerings, since FairFight resides separate from your game, it does not impede server performance or slow gameplay. If ever DOS attacked, this same separation means that an attack on FairFight won't bring down your game.

Is Fairfight automatic?

Yes! You can make FairFight police the streets. Set it and forget it. If you want top performance though, we recommend you by our well-trained anti-fraud experts active surveillance. Our management anti-cheat solution will allow you to control and FairFight hackers to tight tolerances, you think you can accept.

For example:
It is impossible for all practical purposes has been another player, and both players are running a perfect target. "Aimbot" Hackers make the perfect target. In FairFight of SSCD tools continue to observe this condition and various other "impossible" conditions. When found, and is associated with abnormal AAPS result, FairFight will identify the player as a "cheater." At this point, based on your custom configuration, FairFight can automatically take a series of actions for the players, or you may want to more closely monitor automatically or manually on a "watch list" by the PERP, introduced the human factor.
 
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Kleon742

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FairFight is a serversided anticheat developed by GameBlocks.
The AC does not reside on the player's computer and does not examine the players' devices or look for the latest hacks.
This makes it really easy to "bypass" since it has no impact on the client's side. This is a great start to hack games with anticheat.
You have a lot more freedom, and EVERYTHING, that you see here, will be usefull in your future projects.
Players actions are recorded and tested against multiple statistical markers.

So FairFight will track things such as:
Player's Postion,Kill/Death Ratio, Points, Kills, Accuracy, Aim Angles,Reaction time, etc..

FairFight also has the option to take screenshots.
Source Code - Screenshot Cleaner - Bypass Fairfight & Punkbuster - BitBlt Hook


[Fairfight user clients]:
Dice,EA,Ubisoft,gamersfirst,hoplon,crytek,popcap

[Protected Games]:
-APB-Reloaded
-Battlefield 1
-Battlefield 4
-Battlefield 5
-Battlefield Hardline
H1Z1
TheDivision 1
Titanfall
Titanfall2

[HOW TO "BYPASS"]:
Most important: You have to bypass the screenshot first. Just hook the screenshot function. This should be relatively easy.
After this, you shouldn't worry too much. The client side is ours.
You can NOT use:
-speed hack
-teleport hack
-spinbot
-high fov Aimbot
-RPM(RoundsPerMinute) hack
This is pretty clear. Just do NOT be blatant.

but you CAN use:
-Wallhack,ESP, any other visuals (do not track anyone through walls, FairFight checks that too)
-low fov aimbot

[GENERAL TIPS & TRICKS for AIMBOTS]:
We have to fight against statistics so...
Randomize focused-bones: Tracking a player's head 100% of the time is too obvious.
Create bone sub-points: It's impossible to hit one's belly button 90x in a row. Create offsets like "lungs","belly","chest" etc..
Add random position offsets: Try to hit the hitbox at random positions. Don't aim for the center position All the time.
Use Low Fov: Use it as aim correction, it's too obvious to snap on the enemy's head with a 180.
DoN't snap: Using linear snapping can be obvious, especially if it's monitored by a computer that uses statistics. Use curves, and randomize traveling time.
Randomize time: Randomize the triggerbot, and use it with bit more human-like reaction times.
 
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HereToHack

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Sorry, I totally overlooked it. Do you have resources, examples or just POC to bypass screenshot in FF?
they use bitbit i'm pretty sure and you can probably use a public source for any fairfight game with a screenshot bypass to see how they bypassed the screenshot function. Will probably need to update some things yourself though
 

IndieAlex

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they use bitbit i'm pretty sure and you can probably use a public source for any fairfight game with a screenshot bypass to see how they bypassed the screenshot function. Will probably need to update some things yourself though
Yep. IIRC it does work in windowed mode for external but it return black in fullscreen and that's a flag. Anyway, I'm gonna search for POC about safe ss clean. Thank you.
 

Rake

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basic idea: hook the function, disable drawing your hack, let the screenshot get taken, re-enable drawing. obviously it's more complicated than that, but that's the basic idea
 

IndieAlex

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basic idea: hook the function, disable drawing your hack, let the screenshot get taken, re-enable drawing. obviously it's more complicated than that, but that's the basic idea
Yep, in many cases that's enough. Unfortunately in some cases it is much more complicated than that. You have to hook bitblt in the game process but if you are external you have to implement some internal code. Moreover, it can get even more complicated if the game has an integrity check.
 

HereToHack

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Yep, in many cases that's enough. Unfortunately in some cases it is much more complicated than that. You have to hook bitblt in the game process but if you are external you have to implement some internal code. Moreover, it can get even more complicated if the game has an integrity check.
with fairfight you wouldn't have to worry about much really, you can also send them a clean screenshot which is what speedi13 does on all his fairfight cheats here's old code from 2015 on a forum how to clean the screenshots but the offsets need updated for each game so you'll need to reverse a bit


C++:
namespace fairfight
{
    typedef BOOL(__stdcall* tBitBlt)(HDC hdcDest, int nXDest, int nYDest, int nWidth, int nHeight, HDC hdcSrc, int nXSrc, int nYSrc, DWORD dwRop);
    tBitBlt oBitBlt = nullptr;

    DWORD dwCleanFrameInterval = 0, dwCleanFramesPassed = 0, dwOldCleanFrame = 0;
    bool m_RenderPossible, m_CleanerActive = true;
    HDC hCleanScreenshot = nullptr;

    BOOL WINAPI hkBitBlt(HDC hdcDest, int nXDest, int nYDest, int nWidth, int nHeight, HDC hdcSrc, int nXSrc, int nYSrc, DWORD dwRop)
    {
        void *RetAddress = _ReturnAddress();
//They seem to have two screenshot functions so both calls to BitBlt in the game should account for it
//These return addresses are old and are for the patch before 12/1/15, haven't had time to work on the game and update
        if (reinterpret_cast<DWORD_PTR>(RetAddress) == 0x144497AF2 || reinterpret_cast<DWORD_PTR>(RetAddress) == 0x1445396AC && m_CleanerActive)
        {
            tools::WriteToConsole("Fairfight attempted to take a screenshot: 0x%p\n", RetAddress);
            return oBitBlt(hdcDest, nXDest, nYDest, nWidth, nHeight, hCleanScreenshot, nXSrc, nYSrc, dwRop);
        }
        return oBitBlt(hdcDest, nXDest, nYDest, nWidth, nHeight, hdcSrc, nXSrc, nYSrc, dwRop);
    }

    void PassCleanScreenshot()
    {
        DWORD dwTickCount = GetTickCount();

        if (dwTickCount > dwOldCleanFrame && m_CleanerActive)
        {
            m_RenderPossible = false;

            if (dwCleanFramesPassed > 4)
            {
                dwCleanFramesPassed = 0;

                HWND hWnd = (HWND)fb::DxRenderer::Instance()->m_pScreen->m_WindowHandle;
                HDC hCaptureDC; // rdi@1
                HBITMAP hCaptureBitmap; // rbp@1

                hCleanScreenshot = GetDC(hWnd);
                hCaptureDC = CreateCompatibleDC(hCleanScreenshot);
                hCaptureBitmap = CreateCompatibleBitmap(hCleanScreenshot, fb::DxRenderer::Instance()->m_pScreen->m_ScreenInfo.m_Width, fb::DxRenderer::Instance()->m_pScreen->m_ScreenInfo.m_Height);
                SelectObject(hCaptureDC, hCaptureBitmap);
                BitBlt(hCaptureDC, 0, 0, fb::DxRenderer::Instance()->m_pScreen->m_ScreenInfo.m_Width, fb::DxRenderer::Instance()->m_pScreen->m_ScreenInfo.m_Height, hCleanScreenshot, 0, 0, SRCCOPY);

                saveBitMap(hCaptureBitmap, hCleanScreenshot); //Save screenshot to file

                DeleteDC(hCaptureDC);
                DeleteObject(hCaptureBitmap);

                dwOldCleanFrame = dwTickCount + dwCleanFrameInterval;
            }
            else
            {
                ++dwCleanFramesPassed;
            }
        }
        else
        {
            m_RenderPossible = true;
        }
    }

    void Initialize()
    {
        oBitBlt = reinterpret_cast<tBitBlt>(tools::DetourFunction(reinterpret_cast<PBYTE>(GetProcAddress(GetModuleHandleA("Gdi32.dll"), "BitBlt")), reinterpret_cast<PBYTE>(hkBitBlt), 16)); //I am sure you have your own detour or can find one around the forums
        tools::WriteToConsole("BitBlt Hooked!...\n");
        m_RenderPossible = true;
        dwCleanFrameInterval = 30000;//Take a clean screenshot and store in buffer every 30 seconds
    }
}

credits to USSR for this code
 
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jo2305

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How would this work for external? I cant hook a function externally but I can RPM and make an esp overlay. Can FF see my overlay, and if so, how would I go about hiding it? Is there a variable in memory somewhere that changes right before FF takes a screenshot, so I can disable the overlay immediately before the screenshot is taken?

Thanks for the help.
 

mambda

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How would this work for external? I cant hook a function externally but I can RPM and make an esp overlay. Can FF see my overlay, and if so, how would I go about hiding it? Is there a variable in memory somewhere that changes right before FF takes a screenshot, so I can disable the overlay immediately before the screenshot is taken?

Thanks for the help.
cant see it if your esp is an overlay unless they bitblt your overlay for some reason (its unlikely they would, but ive never worked on it)
 

jo2305

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cant see it if your esp is an overlay unless they bitblt your overlay for some reason (its unlikely they would, but ive never worked on it)
I tested out your theory yesterday and had an account FairFight banned while using my esp overlay on Battlefield V. It's possible that someone reported me but I was playing pretty normally (was 16-8 in the game that I got banned from). It's not a big deal though because accounts are like $5. So let's just assume for the sake of discussion that FF can see everything on my screen - is there a way to detect the screenshot externally? Like right before it happens, perhaps? Or can I hook bitblt in the kernel or something? I think some antivirus does this as an anti-identity theft measure.

Thanks.
 

mambda

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I tested out your theory yesterday and had an account FairFight banned while using my esp overlay on Battlefield V. It's possible that someone reported me but I was playing pretty normally (was 16-8 in the game that I got banned from). It's not a big deal though because accounts are like $5. So let's just assume for the sake of discussion that FF can see everything on my screen - is there a way to detect the screenshot externally? Like right before it happens, perhaps? Or can I hook bitblt in the kernel or something? I think some antivirus does this as an anti-identity theft measure.

Thanks.
just inject shellcode and hook bitblt to it and return a black image
 

Kix

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just inject shellcode and hook bitblt to it and return a black image
Or I saw people turning off there esp for a few frames when they detect fairfight is going to take a picture
 

Kleon742

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Or I saw people turning off there esp for a few frames when they detect fairfight is going to take a picture
The good old epilepsy causing hax.
 

Kix

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The good old epilepsy causing hax.
Maybe... but it works 😆
I think fairfight only takes screenshots periodically so it shouldn't be noticable
 

mambda

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Or I saw people turning off there esp for a few frames when they detect fairfight is going to take a picture
that approach is much more involved externally, because youd need to have shellcode that hooks bitblt (or the function that will eventually call it), then alert your external program via IPC (Packets, sections, events, whatever), then wait until your program disables the ESP and alerts the shellcode, then the shellcode would have to resume the bitblt and then alert the external program again

its much easier to just black out the screen (though idk what fairfight would do in that case these days, is that considered malicious?)
 

jo2305

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that approach is much more involved externally, because youd need to have shellcode that hooks bitblt (or the function that will eventually call it), then alert your external program via IPC (Packets, sections, events, whatever), then wait until your program disables the ESP and alerts the shellcode, then the shellcode would have to resume the bitblt and then alert the external program again

its much easier to just black out the screen (though idk what fairfight would do in that case these days, is that considered malicious?)
I looked around UC and it seems like sending a black screen would cause a ban, although I'm willing to test it. I found this C# BitBlt Hooker lib but it seems outdated as injecting the hook dll crashes my game (and of course the library is not open source) so I guess I'll have to make something from scratch. Why do you recommend injecting shellcode instead of a DLL?
 

mambda

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I looked around UC and it seems like sending a black screen would cause a ban, although I'm willing to test it. I found this C# BitBlt Hooker lib but it seems outdated as injecting the hook dll crashes my game (and of course the library is not open source) so I guess I'll have to make something from scratch. Why do you recommend injecting shellcode instead of a DLL?
if you want to write a dll sure go for it and inject it
shellcodes just smaller and youre already external anyways, shellcode is just the gray space between the two
 

Rake

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some random fairfight strings in SWBF2:

C++:
.reloc:00000001478CF52A 48 8D 05 4F 22 71 FB                      lea     rax, aSecurereasonKi_7 ; "SecureReason_KickedViaFairFight"
.reloc:00000001478CF531 4C 03 24 24                             add     r12, [rsp]
.reloc:00000001478CF535 48 8D 6D 10                             lea     rbp, [rbp+10h]
.reloc:00000001478CF539 4D 8D 2C 24                             lea     r13, [r12]
.reloc:00000001478CF53D 49 81 ED 91 71 8E 7B                    sub     r13, 7B8E7191h
.reloc:00000001478CF544 48 8D 64 24 08                          lea     rsp, [rsp+8]
.reloc:00000001478CF549 48 C7 C2 A8 E4 17 35                    mov     rdx, 3517E4A8h
.reloc:00000001478CF550 49 8D 14 17                             lea     rdx, [r15+rdx]
.reloc:00000001478CF554 49 8D B5 0F 25 FF 3E                    lea     rsi, [r13+3EFF250Fh]
.reloc:00000001478CF55B 48 8D B6 39 95 6C 0F                    lea     rsi, [rsi+0F6C9539h]
.reloc:00000001478CF562 4C 0B 8E C7 6A 93 F0                    or      r9, [rsi-0F6C9539h]
.reloc:00000001478CF569 4C 8B 92 E0 23 E8 CA                    mov     r10, [rdx-3517DC20h]
.reloc:00000001478CF570 4D 29 D2                                sub     r10, r10
.reloc:00000001478CF573 49 29 EA                                sub     r10, rbp
.reloc:00000001478CF576 4D 31 F2                                xor     r10, r14
.reloc:00000001478CF579 49 83 F6 FF                             xor     r14, 0FFFFFFFFFFFFFFFFh
.reloc:00000001478CF57D 4D 31 F2                                xor     r10, r14
.reloc:00000001478CF580 49 83 C2 01                             add     r10, 1
.reloc:00000001478CF584 4D 87 97 88 08 00 00                    xchg    r10, [r15+888h]
.reloc:00000001478CF58B 48 8D 05 42 9A 48 FB                    lea     rax, aLevel     ; "Level"
.reloc:00000001478CF592 41 54                                   push    r12
.reloc:00000001478CF594 4C 8D 25 CB A6 47 03                    lea     r12, sub_14AD49C66
.reloc:00000001478CF59B 4C 87 24 24                             xchg    r12, [rsp]
.reloc:00000001478CF59F C3                                      retn
1597636267324.png

1597636290971.png

1597636416417.png
 
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