I got the api sauce and I'm editing it.
When you inject the api, the console comes out and tells you to enter the command there.
I just want to erase the console that comes out by injecting api, inject and execute what I wrote as a command into the C# text box, but it didn't go well.
So I fixed the code in the console window, aenter image description herend Roblox crashed.
Tell me how to solve this problem.
And I will show you the status code with the console coming out and the code with the error after fixing it without the console coming out. Make sure the console doesn't come out, and if the command you wrote down in the text box presses the Execute button, let Roblox run it.
Code before modification (state with console)
void main()
{
ShowWindow(GetConsoleWindow(), 0);
CONSOLEBYPASS();
freopen("CONOUT$", "w", stdout);
freopen("CONIN$", "r", stdin);
HWND ConsoleHandle = GetConsoleWindow();
SetWindowPos(ConsoleHandle, HWND_TOPMOST, 50, 20, 0, 0, SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
ShowWindow(ConsoleHandle, 1);
SetConsoleTitle("Sxploit // Credits to Aero // Updated by L");
XHosted::Run(XHosted::GetVersion());
//XHosted::XDumper();
RobloxState = XHosted::GetRState();
VanillaState = luaL_newstate();
BreakPointsInit();
luaL_openlibs(VanillaState);
luaL_newmetatable(VanillaState, "garbagecollector");
lua_pushcfunction(VanillaState, UserDataGC);
lua_setfield(VanillaState, -2, "gc");
lua_pushvalue(VanillaState, -1);
lua_setfield(VanillaState, -2, "index");
WrapGlobals(RobloxState, VanillaState);
SetLevel(RobloxState, 7);
RegisterShittyFunc(VanillaState);
lua_newtable(VanillaState);
lua_setglobal(VanillaState, "_G");
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)input, NULL, NULL, NULL);
std::string i;
Execute("warn('Connect to Roblox')");
while (true) {
getline(std::cin, i);
Execute(i.c_str());
i = "";
}
}
BOOL WINAPI CONSOLEBYPASS()
{
DWORD nOldProtect;
if (!VirtualProtect(FreeConsole, 1, PAGE_EXECUTE_READWRITE, &nOldProtect))
return FALSE;
(BYTE)(FreeConsole) = 0xC3; //opcode time
if (!VirtualProtect(FreeConsole, 1, nOldProtect, &nOldProtect))
return FALSE;
AllocConsole();
}
Code after modification (the console does not come out, but the Inject causes the Roblox to crash)
void main()
{
BreakPointsInit();
luaL_openlibs(VanillaState);
luaL_newmetatable(VanillaState, "garbagecollector");
lua_pushcfunction(VanillaState, UserDataGC);
lua_setfield(VanillaState, -2, "gc");
lua_pushvalue(VanillaState, -1);
lua_setfield(VanillaState, -2, "index");
WrapGlobals(RobloxState, VanillaState);
SetLevel(RobloxState, 6);
RegisterShittyFunc(VanillaState);
lua_newtable(VanillaState);
lua_setglobal(VanillaState, "_G");
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)input, NULL, NULL, NULL);
std::string i;
Execute("warn('Connect to Roblox')");
}
The picture over there is the console window I want to erase.
You cant remove that console app from here, this console is used to push lua script that given by pipes from your exploit to roblox, the only way how to teke out that console is to hide it.
As i understand this is a c++ code right?
void HideConsole()
{
::ShowWindow(::GetConsoleWindow(), SW_HIDE);
}
You're using Axon Source i can see, you can give the code pls?
//Necesary for hide console
#include <Windows.h>
//Hide Console
void HideConsole()
{
::ShowWindow(::GetConsoleWindow(), SW_HIDE);
}
//Check Is Console Visible
bool IsConsoleVisible()
{
return ::IsWindowVisible(::GetConsoleWindow()) != FALSE;
}
Axon is currently entirely patched, I would suggest checking out Imperious Transpiler with more stability and actually working!
Check it here: https://v3rmillion.net/showthread.php?pid=7615717
(Also if you don't know the basic fix for that, I don't think you will be able to update addys every Wednesday.)
Related
Unitys Immediate GUI insists on selecting all contents of any text-based input field (TextField, TextArea, IntField...) every time you click into it (and it hasn't got focus already).
Is there a way to prevent this?
Unity itself does not offer a way to prevent this.
After trying many solutions I found elsewhere and failing I did some reverse engineering and came up with the following workaround.
This wrapper method will prevent select-all by temporarily setting cursorColor.a to 0. Internally, Unity will only do select-all when the cursor is not transparent.
private T WithoutSelectAll<T>(Func<T> guiCall)
{
bool preventSelection = (Event.current.type == EventType.MouseDown);
Color oldCursorColor = GUI.skin.settings.cursorColor;
if (preventSelection)
GUI.skin.settings.cursorColor = new Color(0, 0, 0, 0);
T value = guiCall();
if (preventSelection)
GUI.skin.settings.cursorColor = oldCursorColor;
return value;
}
Use it like this:
int foo;
string bar;
foo = WithoutSelectAll(() => GUI.IntField("foo", foo));
bar = WithoutSelectAll(() => EditorGUILayout.TextArea(bar));
#Thomas Hilbert
change
bool preventSelection = (Event.current.type == EventType.MouseDown);
to
bool preventSelection = Event.current.type != EventType.Repaint;
In GXT (from Sencha) I am attempting to use a ProgressMessageBox to show the user that work is being done, but I am not seeing the message box until after all of the work is complete. Here is the code:
final ProgressMessageBox messageBox = new ProgressMessageBox("Task Description",
"Executing Task...");
messageBox.setProgressText("Calculating...");
messageBox.setPredefinedButtons();
messageBox.show();
for (int i = 0; i < 5; ++i) {
for (long l = 0l; l < 10000000000l; ++l) {
if (l == 12345l) {
MyUtil.info(60, "" + System.currentTimeMillis() / 1000);
}
}
messageBox.updateProgress((double)(i + 1) / 5, "{0}% Complete");
}
This code is in the SelectionHandler of a menu item. Obviously I am not actually just looping a few billion times in the "real" code, but when I perform the work that I want to execute I get the same result ... the message box is shown after all the work has been completed. I see the "info" messages (MyUtil#info is simply a wrapper around the GXT Info capability, which causes an info message to be displayed for the specified number of seconds) ... and on my machine, running the code shown, each message has a value that is about seven seconds greater than the previous message (but they all show up at the same time as the message box).
Is there something that I need to do after calling ProgressMessageBox#updateProgress to force the screen or message box to refresh?
I was able to get this to work by putting the task into a Scheduler#execute method. The example in the Sencha Explorer Demo uses a Timer, but since I don't know how long the execution will take I chose to use the Scheduler approach. Here is the relevant final code:
...
menuItem.addSelectionHandler(new SelectionHandler<Item>() {
#Override
public void onSelection(final SelectionEvent<Item> selectionEvent) {
final ProgressMessageBox messageBox = new ProgressMessageBox("Size All Columns", //
"Resizing Columns...");
messageBox.setProgressText("Calculating...");
// messageBox.setPredefinedButtons();
messageBox.show();
resizeNextColumn(messageBox,
_selectionModel instanceof CheckBoxSelectionModel ? 1 : 0,
_grid.getColumnModel().getColumnCount() - 1);
}
});
...
private void resizeNextColumn(final ProgressMessageBox messageBox,
final int columnIndex,
final int lastColumnIndex) {
Scheduler.get().scheduleDeferred(new ScheduledCommand() {
#Override
public void execute() {
resizeColumnToFit(columnIndex);
if (columnIndex == lastColumnIndex) {
messageBox.hide();
_grid.getView().refresh(true);
return;
}
messageBox.updateProgress((double)columnIndex / (lastColumnIndex + 1),
"{0}% Complete");
resizeNextColumn(messageBox, columnIndex + 1, lastColumnIndex);
}
});
}
One thing that didn't appear to work is the messageBox.setPredefinedButtons() call ... when I use this the progress bar in the message box doesn't update at all. I really didn't want an "OK" button on the dialog, but for now it'll have to do. I'm using 3.1.0 of GXT.
I am using TeeChart for monodroid to create a series which has click event. Please see the code below,
newChart.ClickSeries += new Steema.TeeChart.TChart.SeriesEventHandler(mealSeries_ClickSeries);
private void mealSeries_ClickSeries(object sender, Steema.TeeChart.Styles.Series s, int valueIndex, MotionEvent e)
{
DisplayMealDetails(valueIndex);
}
however, this event is never been triggered, I tried to debug, and got this output saying "onTouchEvent: isFocusable: false, isFocusableInTouchMode: false, isFocused: false; focusTaken: false"
so, i added this to my application,
newChart.Focusable = true;
newChart.FocusableInTouchMode = true;
but still cannot trigger the click event. Anybody could help? thanks very much!
It looks like this has been broken. I have added the issue (TM63016317) to the defect list and will try to fix it for the next maintenance release.
I need to receive a GTK+ focus in event on a Terminal (VTE), but the event returns EventFocus which holds Gtk.Window reference:
http://www.valadoc.org/gdk-3.0/Gdk.EventFocus.html
How can I get the Terminal from the Window reference? I cannot retype it, it looks like it is a container. But I am unable to find which method to call to get the Terminal.
Terminal terminal = new Terminal();
// ...
terminal.focus_in_event.connect((event) =>
{
the_terminal = event.window; // DOES NOT WORK > invalid cast from `GdkX11Window' to `Terminal'
return false;
});
Thanks for pointing out I dont need it. Yeah, my real code is:
for (int i = 0; i < terminal.length; i++) {
this.terminal[i].focus_in_event.connect((event) =>
{
GLib.stdout.printf("Focus event terminal %p\n", this.terminal[i]);
return false;
});
}
Unfortunately it always prints null :-(
Thanks!
I'm not sure there is an easy way to convert a Gdk.Window to a Gtk.Widget as not all widgets have an associated GDK window, necessarily. As I see it, there's no compelling reason to try to extract the terminal from the event. In the context of the callback, you can simply reference the outer variable terminal and Vala will lift it into the callback.
Terminal terminal = new Terminal();
// ...
terminal.focus_in_event.connect((event) =>
{
terminal.queue_draw();
return false;
});
In my application I have an embedded MSHTML control. The problem is that I cannot set focus to this control. I can click, select, push buttons etc, but it won't accept keyboard input and mouse wheel notifications as a result. Even left-clicks on the control do not set the focus. (The question is related to this issue.)
Ultimately, I've tried 4 approaches. (Error handling is omitted here for brevity.) The first is sending WM_SETFOCUS to the control.
HWND iehwnd = ::FindWindowEx (m_oleObjectHWND, NULL,
L"Shell DocObject View", NULL);
if(iehwnd != NULL)
{
iehwnd = ::FindWindowEx (iehwnd, NULL, L"Internet Explorer_Server", NULL);
if(iehwnd != NULL)
{
::PostMessage(iehwnd, WM_SETFOCUS, (WPARAM)GetHWND(), NULL);
}
}
Using Winspector, I made sure that the messages came through to the control's window, but it seems to ignore them.
The second is calling the focus() method of IHtmlWindow2.
IHTMLDocument2* pHTMLDoc2 = NULL;
m_webBrowser->get_Document((IDispatch**)&pHTMLDoc2);
IHTMLWindow2* pWindow = 0;
pHTMLDoc2->get_parentWindow(&pWindow);
pWindow->focus();
This time, I get E_FAIL from focus().
MSDN says that the call may fail when the document hasn't loaded, but pHTMLDoc2->get_readyState() returns "complete". So this isn't the case.
The third is doing the UIACTIVATE verb.
hret = m_oleObject->DoVerb(OLEIVERB_UIACTIVATE, NULL,
clientSite, 0, (HWND)GetHWND(), &posRect);
This seems to achieve nothing.
The fourth is calling focus() of IHtmlDocument4.
IDispatch* pdisp = NULL;
m_webBrowser->get_Document((IDispatch**)&pdisp);
IHTMLDocument4* pHTMLDoc4 = NULL;
pdisp->QueryInterface(IID_IHTMLDocument4, (void**)(&pHTMLDoc4));
pHTMLDoc4->focus();
Does nothing.
I've spent a full day on this already and know google's links by heart now :) Hoping for a hint from experts.
Finally found it.
This function in my code (or rather the IEHtmlWin component for the wxWidgets library) returned S_FALSE. I changed the return code to S_OK - and voila...
HRESULT FS_IOleInPlaceSiteWindowless::RequestUIActivate()
{
return S_OK;
}