Hello,
That seems like Blizz applied some protection on FrameScriptExecuteBuffer in last update 1.13.6.36714 deployed today, now game client crashes on attempt to call it.
Could someone share some solution if one exists, please?
Hello,
That seems like Blizz applied some protection on FrameScriptExecuteBuffer in last update 1.13.6.36714 deployed today, now game client crashes on attempt to call it.
Could someone share some solution if one exists, please?
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I m in trouble too
looks like same stuff as ClntObjMgrGetActivePlayer last patch if that helps u any
Encountered the same situation. Haven't found a solution yet
I directly inject the DLL using the following code:
Not hooked to the main thread.The game can output numbers normally.Code:uintptr_t FrameScriptExecuteAddr = 0x3B1090; static auto const luaDoString = reinterpret_cast<uintptr_t(__fastcall*)(const char*, const char*, int64_t)>((uintptr_t)GetModuleHandle(NULL) + FrameScriptExecuteAddr); luaDoString("print(1)", "test", 0);
But after hooking with WndProc, execute the above code. The game crashes.
I haven't figured out the specific principle, it was just my guess before.
Do you have any suggestions to help me?
Last edited by sanyle; 12-08-2020 at 12:47 PM.