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Camera to entity the other way


urmom

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Hello everyone :) I know that there is toEntity(entity) method in Camera class, but the problem is that if the entity is static it would always move the camera to same position every cycle. IS there any way to make it not do that? Overriding the method? If I would do that then yet, would it release the left/right button and then again push it? Thanks :)

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Yes, it is anti-ban related. Although I do not believe in such things, and would like to hear someones opinion  about it. I believe jagex could try to get the pattern of your behavior and then figure if you are boting. So better to be safe in this case.

By the way, I checked and am not sure, that there is mouse hook in one of jagex files stored in your computer, which check whether your mouse is moved by you or by some program. To be more specific jaclib.dll. @Alek Have you ever heard about something like that?

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1 hour ago, urmom said:

Yes, it is anti-ban related. Although I do not believe in such things, and would like to hear someones opinion  about it. I believe jagex could try to get the pattern of your behavior and then figure if you are boting. So better to be safe in this case.

By the way, I checked and am not sure, that there is mouse hook in one of jagex files stored in your computer, which check whether your mouse is moved by you or by some program. To be more specific jaclib.dll. @Alek Have you ever heard about something like that?

Not a Java reverser (x86 only) or know much about the game, but what you’re talking about would require a kernel level driver to properly implement. In this case your heuristic antiban would be completely useless, so there would be no point in implementing it. 

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int __stdcall Java_jaclib_ping_IcmpService_run(int a1, int a2)
{
  int v2; // edi@1
  int v3; // eax@1
  int (__stdcall *v4)(_DWORD, _DWORD, _DWORD, _DWORD); // edx@1
  HHOOK v5; // eax@1
  int (__stdcall *v6)(_DWORD, _DWORD, _DWORD, _DWORD); // edx@1
  int v7; // eax@1
  int result; // eax@3
  struct tagMSG Msg; // [sp+30h] [bp-1Ch]@1

  v2 = (*(int (__stdcall **)(int, int))(*(_DWORD *)a1 + 124))(a1, a2);
  v3 = (*(int (__stdcall **)(int, int))(*(_DWORD *)a1 + 84))(a1, a2);
  v4 = *(int (__stdcall **)(_DWORD, _DWORD, _DWORD, _DWORD))(*(_DWORD *)a1 + 132);
  dword_100241B4 = v3;
  dword_10024170 = v4(a1, v2, "notify", "(III)V");
  idThread = GetCurrentThreadId();
  v5 = SetWindowsHookExA(14, (HOOKPROC)fn, hmod, 0);
  v6 = *(int (__stdcall **)(_DWORD, _DWORD, _DWORD, _DWORD))(*(_DWORD *)a1 + 132);
  hhk = v5;
  v7 = v6(a1, v2, "notify", "(I)V");
  sub_10005DA0(a1, dword_100241B4, v7, 0);
  while ( GetMessageA(&Msg, 0, 0, 0) )
  {
    TranslateMessage(&Msg);
    DispatchMessageA(&Msg);
  }
  UnhookWindowsHookEx(hhk);
  (*(void (__stdcall **)(int, int))(*(_DWORD *)a1 + 88))(a1, dword_100241B4);
  result = 0;
  dword_10024170 = 0;
  hhk = 0;
  return
}

a reference for the code https://msdn.microsoft.com/en-us/library/windows/desktop/ms644970(v=vs.85).aspx

check out LLMHF_INJECTED

 

Just curious why runescape would have something like that :)

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