User blog:MVP EdwardJ/Fool me once, shame on you. Fool me twice, shame on me. Fool me thrice, shame on Nexon.

Okay, so I was going through Nexon's CA game files while finding information for DynastyW and came along this.

Combat Arms' main file it runs on, along with the game codes, commands and user interface, is named CShell.dll

It is an integral part of the game client, along with Engine.exe

Anyway, I completely reversed engineered CShell.dll and separated the dumped files and my findings astonished me:

It seems that Nexon's 'claims' of patching Weapon Spawn Hack, Lifetaker, Server Crasher and Godmode were incorrect. When Nexon introduced BlackCipher (not to be confused with the hack Black Cipher 4/5/6) an anti-cheat system (which we all agree, fails), Nexon created a permanent bypass for hackers and coders alike, to create their hacks without fear of detection. However, this does not mean I will go back to the dark side. It takes more than knowing the bypass to code hacks.

So be wary of blatant hackers who use OPK, Telekill and Lifetaker. If they threaten to crash the room, it is probably real. Leave the game.

Fool me once, shame on you. Fool me twice, shame on me. Fool me weekly, you are a weatherman. Fool me for 4 years straight, you are Nexon.

GG Nexon. Your ever-dwindling number of players are decreasing due to your faults. This is how the game will end: in total domination by the hackers, while legit, NX-spending players can only stand back and watch because you choose to do nothing. Reports get sent, marked as received and left to collect dust. The hackers I reported 3 WEEKS BACK are still rampant while the ticket is marked as 'Report received'. You brought this upon yourself. Waiting for game to reach proper state... Game reached proper state, logging started... Engine Entry Point : 0x460000 Engine .code Size : 0x32BE00 Engine .code Offset : 0x1000 CShell Entry Point : 0x37100000 CShell .code Size : 0x614000 CShell .code Offset : 0x1000 ClientFX Entry Point : 0xA4A0000 ClientFX .code Size : 0x53A00 ClientFX .code Offset : 0x1000 Starting to log addies... Logging Complete...
 * 1) define ADDR_GAMESTATUS		0x37838E54
 * 2) define ADDR_MTBWCRET		0x373B93A7
 * 3) define ADDR_LTCLIENT		0x378206B8
 * 4) define ADDR_CLIENTINFOMGR	0x3781FBF8
 * 5) define ADDR_PLAYERMGR		0x3787E42C
 * 6) define ADDR_PLAYERBYINDEX	0x372CC450
 * 7) define ADDR_LIFETAKE          0x6A93F831
 * 8) define ADDR_LOCALPLAYER	0x372CCE40
 * 9) define ADDR_WEAPONMGR		0x3786E17C
 * 10) define ADDR_LOCALPTR		0x378A7FAC
 * 11) define ADDR_BUILDFONT		0x375F5B40
 * 12) define ADDR_FILLFONT		0x375F67D0
 * 13) define ADDR_FONTECX		0x37868C44
 * 14) define ADDR_GETFONTHAND	0x373C0680
 * 15) define ADDR_GETCONSOLEINT	0x373D4FC0
 * 16) define ADDR_GODMODE           0x377AG011
 * 17) define ADDR_GCS		0x37867438
 * 18) define ADDR_LTCOMMON		0x3786DFA0
 * 19) define ADDR_NORECOIL		0x374BEE2C
 * 20) define ADDR_S_BULLETS		0x37511606
 * 21) define ADDR_SERVERCRASH       0x301AA39B
 * 22) define ADDR_REMOTEKILL1 	0x375170A1
 * 23) define ADDR_REMOTEKILL2 	0x375170A2
 * 24) define ADDR_REMOTEKILL3 	0x37517421
 * 25) define ADDR_REMOTEKILL4 	0x37517422
 * 26) define ADDR_WEAPON_RANGE1	0x37516F79
 * 27) define ADDR_WEAPON_RANGE2	0x375172F9
 * 28) define ADDR_RAPIDFIRE1		0x3750DEB7
 * 29) define ADDR_RAPIDFIRE2		0x37517A6E
 * 30) define ADDR_RAPIDFIRE3		0x37513577
 * 31) define ADDR_RAPIDFIRE4		0x37517A75
 * 32) define ADDR_NAMETAG1		0x3725D27F
 * 33) define ADDR_NAMETAG2		0x6
 * 34) define ADDR_NORELOAD		0x37516CF1
 * 35) define ADDR_FORCEFPS		0x378204A8
 * 36) define ADDR_LTCSBASE		0x378206A0
 * 1) define OFF_FPS			0x18434
 * 1) define ADDR_W2S		0x496D50
 * 2) define ADDR_INTERSECT		0x471020
 * 3) define ADDR_D3D		0x9279F0
 * 4) define ADDR_DRAWPRIM		0x81BA58
 * 5) define ADDR_CURSORCENTER	0x805D34
 * 6) define ADDR_CONSOLEUNWRAPPED	0x48B680 //LTClientEXE
 * 1) define ADDR_CLIENTFX		0x66F34