#pragma once #include namespace RemoteCode { struct RemoteCodeParameters { uintptr_t m_EndSceneVmt; // client uintptr_t m_OriginalEndScene; // client uintptr_t m_EntryPoint; // server uintptr_t m_CheatHeader; // server (this can also be constant but hey..) uintptr_t m_VirtualProtect; // client }; class RemoteCodeClient { ByteArray m_Code; RemoteProcess m_Process; uintptr_t m_DirectX; public: RemoteCodeClient() = default; // Send server the allocation address. // This will also send the original and vmt address of endscene. RemoteCodeParameters Start(RemoteProcess &Process); // Allocate, write and then dispatch the shellcode. void Dispatch(ByteArray &Shellcode); }; }