Edit: I know this offtopic, sorry, but I thought this would help the asker.
What the hacker industry has not tested, but with which I experimented, is socket capture. It may sound a lot more than it actually is, but it mainly uses WinPCap drivers to connect to the Internet Connection over TCP (Sockets) process, without even getting close to the process offsets.
Then you just need to find out how TCP signals are transmitted, and store them in a hash table class or multi-user (packet). Then, after extracting information and superimposing information on a window (not connected), only transparent labels and 2D windows on the window game screen.
I tested it on Call of Duty 4, and I got 4 players places via TCP, but also, as Ron Warholick said: all hacking methods will not work if the game developer wrote the game to display players only when the current user needs to see the player .
And after the transfer of the location of this player was cut out, as for XYZ, and the player will no longer be saved and will not be shown to stop Wallhack. And the sights will work, but not efficiently. One way or another, if you are creating a wallhack, do not connect to this process, try to study WinPCap and connect to Internet signals. As for games, do not look for a list of processes for webcasts. If you need an example that uses this, go to the Rust Radar search, which displays the player’s location on the map, and also displays other players around you who are sent via TCP webcasts and not connected to the game.
Callum Carmicheal Aug 04 '14 at 12:42 on 2014-08-04 12:42
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