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Old 09-09-2007, 09:54 PM
zero_tolerance zero_tolerance is offline
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Join Date: Dec 2006
Posts: 289
Default PB Bypass [Pre Sys]

By: gC_Admin


this is before PB started loading its services and system files

Code:
int __cdecl npb_CompileHash( char* szFinal, int iSize, char* szWTF, char iAdd )
{
	__asm
	{
		mov dwCurrentByte, esi; //current byte ( increment )
		pushad;
		mov ecx, [ ebp - 0x0DCC ];
		mov dwCurrentScan, ecx; //address of the scan
		popad;
	}

	if( dwCurrentScan == 0x943A3E ) //warrock player boxes cvar
	{
		if( dwCurrentByte == 0 )
		{
			_asm mov iAdd, 0; //cvar check
		}
	}
	
	if( dwCurrentScan > dwD3D8 && dwCurrentByte < 7  ) //d3d8 dip scan
	{
		iAdd = ( char )dwDirectXBackup[ dwCurrentByte ]; 
		//for DIP ( backup bytes to spoof the buffer )
	}

	return ppb_CompileHash( szFinal, iSize, szWTF, iAdd );
}

DWORD WINAPI dwPBWait( LPVOID )
{
	CDetour pbcl_hash;
	ppb_CompileHash = ( pb_CompileHash_t )pbcl_hash.Create( ( BYTE* )( ( dwPBCL ) + 0x3DFC ), ( BYTE* )npb_CompileHash, DETOUR_TYPE_PUSH_RET );
	
	return 0;
}
it is detected and will result in a 1440 hardware ban, and a perm account ban in warrock but should work for older games, if you want to find the hashing information passed through these functions you can hook strlen or _vsnprintf, make sure to use returnaddress

key identifiers for hashes are generally, but not always start with "1_", they use it to hash d3d8 ( or d3d9 scans, as i found in BF2 before the update ) as well as game scans of sorts

ive heard this method is still undetected if you use SEH hooking

its very complicated in the inner-workings so i wont explain more then that, have fun
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