maybegreat48

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Well here is my somewhat working RID joiner. Not really useful to me since I don't have any RIDs to join (except maybe [this](https://github.com/RockstarGamesAdminsStaffGamertags/List/blob/08a13133de7cee2af2c9e42e3e5cb7bad8411cb3/README.md) but its probably a very dangerous...

Thanks but I think spectate is 0x10 not 0xB0 (may be wrong about this but xref NT_INV_CONFIG and you should see the func)

Updated RID join method, much faster but requires a native hook ```c++ using join_session_by_info = bool(*)(Network* network, rage::rlSessionInfo* info, int unk, int flags, rage::rlGamerHandle* handles, int handlecount); // Network main_batch.add("N",...

```c++ // PS4 dump enum class KickReason : std::uint8_t { VOTED_OUT, PEER_COMPLAINTS, CONNECTION_ERROR, NAT_TYPE, SCADMIN, SCADMIN_BLACKLIST, NUM_REASONS }; bool hooks::received_message(void* netConnectionManager, void* a2, rage::netConnection::InFrame* frame) { if (frame->get_event_type() == rage::netConnection::InFrame::EventType::FrameReceived)...

I reversed more of the complaint system and am not sure if that even works at all to be honest. Can anyone test it (while obviously not being host)? This...

Also just realized that you can spoof the complainer host token: ```c++ auto old = (*g_pointers->m_network)->m_game_complaint_mgr.m_host_token; (*g_pointers->m_network)->m_game_complaint_mgr.m_host_token = plyr->get_net_data()->m_host_token; g_pointers->m_raise_network_complaint(&(*g_pointers->m_network)->m_game_complaint_mgr, g_player_service->get_self()->get_net_data()->m_host_token); (*g_pointers->m_network)->m_game_complaint_mgr.m_host_token = old; ``` You can also spoof the...

Also see ```c++ // Reset Network Complaints main_batch.add("RENC", "E8 ? ? ? ? 8B 8B ? ? ? ? 03 CF", [this](memory::handle ptr) { m_reset_network_complaints = ptr.add(1).rip().as(); }); #include "backend/looped/looped.hpp"...

Can anyone test all these? I don't have anyone to try this on

Better player finder code for the net message hook ```c++ // fixed netPlayerData (peer id now 4 bytes) class netPlayerData { public: char pad_0000[8]; //0x0000 uint64_t m_rockstar_id; //0x0008 char pad_0010[52];...

That is most definitely not the peer ID, all game functions access it from `netPlayerData`+0x68. Also pretty sure `rlGamerId` is called something like `rlGamerHandle` due to several debug logs in...