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orion-client

renny's Issues

Separate old project data from current

Old scripts are being stored with the live directory, we can probably move these to a file server or in a folder within the repository so they aren’t in the way of those wishing to just use the three main scripts.

Essential info isn't stored on repo

Currently numerous programs, scripts, and databases aren't stored for optimal access within the repository. For example past patch databases or the scripts used to take signatures and locate the addresses in IDA. It'd also be good to update the ReadMe to include a list of programs being used within the project by the main contributor.

Utilize the isWall function within methods that need it

Currently auto-dodge for instance has no way of knowing if a selected position is a wall or if it is simply open area, but when the issue order is sent it will ALWAYS make a path to that area which usually leads to walking into projectiles if running alongside a wall

isWall address is incorrect

The isWall address is currently incorrect and needs to be reversed by finding where it is likely used within the createPath function

Signature Scripts

The mass signature checker hasn't been fully re-written or optimized for the tasks it needs to do. It is a slightly modified version of my signature scanner. Preferably I'd like it to output the displayed names of the subroutines it finds, that way it is easier to search through and pluck out the desired subroutines.
The signature maker is currently not very well optimized to work with my signature scanner and should be updated to allow better interaction such as simply being able to copy paste from it to the scanner without reformatting or without having to update whether it is a call pattern or a function pattern.

Enable load screen injection

Currently you can only inject post-load screen but obviously you can inject earlier with some minor modifications. IE checking for when the localPlayer !=Null in a loop

Improve comboer accuracy

Currently the comboer is extremely inaccurate. Potential fixes include using data in the AIManager and logging positions or next positions into an array and "predicting" the enemies next movement.

Improve auto-dodge intelligence

The auto-dodge currently is rather unintelligent the way it behaves. It currently doesn’t know if the vector it is trying to move to is a wall or free space to move to.

Anti-cheat update

With the current anti-cheat update the project is unusable for a number of reasons. Most importantly, the anti-cheat is preventing debugger attaching, IDA de-compiling, and any other process that'd require attaching.

List of programs that cause a crash:

  • Cheat Engine (simply running the process crashes the game)
  • winDbg (on attach)
  • Ollydbg (on attach)
  • x32dbg (on attach)
  • VS debugger (on attach)
  • Squalr (on memory scan)

In addition to crashing the program ReClass doesn't appear to show any class data anymore. With the base address within it appearing as "DEADBABE" which is an obvious false base address.
Even upon using the real base address it doesn't appear to show any info, could be from wrong addresses (unlikely) or the data is being hidden from Reclass. Without ReClass reversing becomes inconveniently more painful to go through.

Offset Generator

A script that can generate offsets much quicker than updating ReClass by searching the database in IDA for "mPARRegenRate" and checking the subroutine that contains it. By filtering through the subroutine you can pull offsets and generate a very useful offset list.

Global Ultimate Module

A module that with utilize global ultimate abilities and perform functions like prediction across map or aiming the ultimate at those recalling to base and will fire if it would hit and kill them.

Implement a Renderer module

We can add on screen effects via the in-game Renderer ie cooldown timers, ward positions, range indicators, ect

Auto-smite module

A module that detects the smite summoner spell is active in the current game and smites when the smite key is held down and the nearest monster passes the threshold required for smite to execute the monster.

Keypresses are poorly optimized

Currently if you try to combine the key presses of two separate modules it will over-ride the first pressed key and just do the second. It'd be better if we can get it to remember if a key was/is pressed and released.

Documentation

Lots of work needs to be done for the documentation.
IE methods used to find functions. Need to utilize the wiki more.

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