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OnProcessSpell


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11 replies to this topic

#1
Kyung

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Do we have support for OnProcessSpell or something like that? If not, is there an ETA on that?


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#2
Viridian

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For Internal, yes. For External, not yet. There's no real ETA; sorry.


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#3
Stryderz

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OnProcessSpell ? What is this anywayz :o ?


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#4
Kyung

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OnProcessSpell ? What is this anywayz :o ?

OnProcessSpell and other callbacks in the API are necessary for things like Evade to be possible.


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#5
Platypus

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OnProcessSpell and other callbacks in the API are necessary for things like Evade to be possible.

So wrong :3


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#6
Blaconix

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OnProcessSpell requires to access game events and can't be done without hooking to the game client (which is not intended in the first place).

 

It can be ez done using missiles.


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#7
Kyung

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OnProcessSpell requires to access game events and can't be done without hooking to the game client (which is not intended in the first place).

 

It can be ez done using missiles.

I'm actually curious as to how you guys detect recalls then? Packets? If so, can we get access to a RecvPacket callback?


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#8
evitaerCi

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OnProcessSpell requires to access game events and can't be done without hooking to the game client (which is not intended in the first place).

 

It can be ez done using missiles.

Sadly using only missiles would be way less effective to dodge (Just comparing the time left you have to dodge)


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#9
Krystra

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There will not be a processSpell callback as far as i know.
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#10
Deftsu

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I'm actually curious as to how you guys detect recalls then? Packets? If so, can we get access to a RecvPacket callback?


well it's inside the GameObject class so no need for packets/events (although internal one does use the game event and not packets, packets are rarely used when you can just hook the function)
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#11
AnhDuc

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Sadly using only missiles would be way less effective to dodge (Just comparing the time left you have to dodge)

 

i dont understand sht but what about this @devs :D


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#12
Feretorix

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On your question, will we have OnProcessSpell in External the answer is "no".

 

The problem is that to access that event, you either have to hook the game itself (inject code) or debug the game event externally (still trigger a detection), and sadly i want to make things secure, that's the main goal.

 

If you want to dodge or draw skillshots, you still can do it because GoS External tracks Missiles and Particle objects in LoL.

 

Here is some really small and bad code which is proof of concept, showing how you can draw enemy champion missiles:

 

Spoiler

 

 

Sadly using only missiles would be way less effective to dodge (Just comparing the time left you have to dodge)

 

I agree with you, it's the drawback we have in EXT, we're sacrificing functionality in favor of security. But it's better to have something rather than nothing. Slow skillshots like Morgana's [Q] will still be easily dodge-able. Not to mention that missiles casted from FOW don't trigger OnProcessSpell.


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