You also need to take care of protection against WPE Pro on the server side. #include #include // Pointer to send() functionĭWORD dwSendAddress = 0x0060094C // A thread which will protect client against WPE ProĭWORD WINAPI ShieldThread ( LPVOID ) // Our entry point int WINAPI DllEntryPoint ( HINSTANCE hinst, unsigned long reason, void * lpReserved ) When someone attaches WPE Pro to the client protcess, the game is closed. You can write, for example, a DLL and attach it to the game process If you are familiar with C++. So you can check if bytes were changed, it will mean that someone attached WPE Pro to the game process. WPE Pro changes bytes of ' send' and ' recv' functions from ws2_32.dll library in game client memory.
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