Need Very Good C++ Programer!

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Need Very Good C++ Programer!

CosmicT
QUOTE(FinalMoon @ Sep 11 2004, 08:27 PM)
What thunder is tring to say is... that he has a copy of the source code for 1.003 and he wants to remove certain things (CRCs) to make certain things happen in the game. Sorry I can't provide more information here but feel free to contact thunder or me (we are the best of buds) so if you want the code you can ask and about the 1.003 to 1.004 well talk to us (he rewards greatly).

Sounds like you guys are trying to cheat in a game?

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ced117
Hey fallmoon where have our found these sources codes:

See if you can make anything out of this code
--------------------------------------------------------------------------------

//--begin
void CGameServerShell::ProcessHandshake(HCLIENT hClient, HMESSAGEREAD hMessage)
{
// Get the player
CPlayerObj *pPlayer = GetPlayerFromClientList(hClient);
if (!pPlayer)
{
g_pLTServer->CPrint("Handshake failed for an unknown client!");

// Uh... Who are you again?
g_pLTServer->KickClient(hClient, GAME_DISCON_BADHANDSHAKE);

return;
}

int nHandshakeSub = (int)g_pLTServer->ReadFromMessageByte(hMessage);
switch (nHandshakeSub)
{
case MID_HANDSHAKE_HELLO :
{
// Check the client's version
int nHandshakeVer = (int)g_pLTServer->ReadFromMessageWord(hMessage);
if (nHandshakeVer != GAME_HANDSHAKE_VER)
{
g_pLTServer->CPrint("Handshake failed for '%s'!", pPlayer->GetNetName());
g_pLTServer->CPrint(" '%s' was booted due to an invalid version number (%d not %d)",
pPlayer->GetNetName(), nHandshakeVer, GAME_HANDSHAKE_VER);

// If they got here, they ignored our different version number. Boot 'em!
g_pLTServer->KickClient(hClient, GAME_DISCON_BADHANDSHAKE);

// Jump out of the handshake
return;
}

// Read in the client's sooper-secret key
uint32 nClientKey = (uint32)g_pLTServer->ReadFromMessageDWord(hMessage);

// Write out a password message, encrypted with their key
// Note : A key from them that null encrypts our key doesn't really effect
// anything.. I mean, they DID send the key, and they're the ones that need
// to use our key anyway..
HMESSAGEWRITE hResponse = g_pLTServer->StartMessage(hClient, MID_HANDSHAKE);
g_pLTServer->WriteToMessageByte(hResponse, MID_HANDSHAKE_PASSWORD);
g_pLTServer->WriteToMessageDWord(hResponse, GAME_HANDSHAKE_PASSWORD);
g_pLTServer->EndMessage(hResponse);
}
break;
case MID_HANDSHAKE_LETMEIN :
{
// Get the client's password
uint32 nClientPassword = g_pLTServer->ReadFromMessageDWord(hMessage);
uint32 nXORMask = GAME_HANDSHAKE_MASK;
nClientPassword ^= nXORMask;
if (nClientPassword != GAME_HANDSHAKE_PASSWORD)
{
g_pLTServer->CPrint("Handshake failed for '%s'!", pPlayer->GetNetName());
g_pLTServer->CPrint(" '%s' was booted due to an invalid password",
pPlayer->GetNetName());

// They're a fake!!
g_pLTServer->KickClient(hClient, GAME_DISCON_BADHANDSHAKE);

return;
}

// Read in their weapons file CRC
uint32 nWeaponCRC = g_pWeaponMgr->GetFileCRC();
nWeaponCRC ^= nXORMask;
uint32 nClientCRC = g_pLTServer->ReadFromMessageDWord(hMessage);
if (nWeaponCRC != nClientCRC)
{
g_pLTServer->CPrint("Handshake failed for '%s'!", pPlayer->GetNetName());
g_pLTServer->CPrint(" '%s' was booted due to an invalid weapon file",
pPlayer->GetNetName());

// They're cheating!!
g_pLTServer->KickClient(hClient, GAME_DISCON_BADWEAPONS);

return;
}

// Read in their client file CRC
uint32 nCShellCRC = CRC32::CalcRezFileCRC("cshell.dll");
nCShellCRC ^= nXORMask;
nClientCRC = g_pLTServer->ReadFromMessageDWord(hMessage);
if (nCShellCRC != nClientCRC)
{
g_pLTServer->CPrint("Handshake failed for '%s'!", pPlayer->GetNetName());
g_pLTServer->CPrint(" '%s' was booted due to an invalid client shell",
pPlayer->GetNetName());

// They're cheating!!
g_pLTServer->KickClient(hClient, GAME_DISCON_BADCSHELL);

return;
}

// Tell the client they passed the test...
HMESSAGEWRITE hResponse = g_pLTServer->StartMessage(hClient, MID_HANDSHAKE);
g_pLTServer->WriteToMessageByte(hResponse, MID_HANDSHAKE_DONE);
g_pLTServer->EndMessage(hResponse);

// Unlock the player
pPlayer->FinishHandshake();

// Spawn them in..
RespawnPlayer(pPlayer, hClient);
}
break;
default :
{
g_pLTServer->CPrint("Handshake failed for '%s'!", pPlayer->GetNetName());
g_pLTServer->CPrint(" '%s' was booted due to an invalid handshake message (%d)",
pPlayer->GetNetName(), nHandshakeSub);

// Hmm.. They sent over an invalid handshake message. They're naughty.
g_pLTServer->KickClient(hClient, GAME_DISCON_BADHANDSHAKE);

return;
}
}

}
//--end

 

 

 


Reply

LuciferStar
QUOTE
int nHandshakeVer = (int)g_pLTServer->ReadFromMessageWord(hMessage);
if (nHandshakeVer != GAME_HANDSHAKE_VER)
{
g_pLTServer->CPrint("Handshake failed for '%s'!", pPlayer->GetNetName());
g_pLTServer->CPrint(" '%s' was booted due to an invalid version number (%d not %d)",
pPlayer->GetNetName(), nHandshakeVer, GAME_HANDSHAKE_VER);

// If they got here, they ignored our different version number. Boot 'em!
g_pLTServer->KickClient(hClient, GAME_DISCON_BADHANDSHAKE);

// Jump out of the handshake


these codes come from the server application
what you need is just the client application source code.



you need to modify hMessage sent by client application.

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