A C-based framework for process injection within the World of Warcraft environment to deliver gameplay enhancements. Provided as a demonstration of reverse engineering, in-process hooking, real-world memory manipulation, DirectX overlay techniques, Lua engine hooking, network packet introspection, and cross-platform build engineering.
A quick demo of an injected DirectX overlay featuring player bounding boxes and single-key gameplay macros.
video1.mp4
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DirectX Overlay
Real-time visual enhancements:- Player information panels with role, class, and health information
- 3D bounding boxes around players, NPCs, and objects
- Highlighting of rare, hidden, or hard-to-see game objects
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Automated & Scripted Gameplay
Fully programmable in-game actions and behaviors:- Custom scripting via game’s Lua scripting engine
- Binding game’s action buttons to call C functions
- Automated fishing
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Network Packet Manipulation
- Real-time telemetry and alteration of inbound and outbound game’s packets.
- Sending custom packets to the game server
- Low-Level Hooking & Assembly: Uses inline assembly to handle various calling conventions (
stdcall,cdecl), enabling seamless interoperability between C code and game’s engine. - Graphics & UI Injection: Low-latency visual overlay using Direct3D and Direct2D to render metadata and state information directly over an active process.
- Network Analysis: Detours game-engine TCP packet handlers to intercept and analyze inbound/outbound network traffic for real-time data processing.
- Scripting Engine Integration: Detours game-engine Lua scripting API, allowing for interfacing with C functions within DLL.
- Memory Managment & Caching: High-performance Object Cache System with dedicated Initialization and Update phases to minimize CPU overhead and redundant memory reads/writes.
- Custom Cross-Platform Build System: Clang and Makefile build pipeline that manages platform-specific source sets (DLL for Windows, ELF for Linux) alongside a shared core logic library.
This tool is for educational and research purposes only.
Visual demonstrations were captured in a controlled environment for the purpose of validating system stability and latency under real-world conditions.
The author (and any contributors) are NOT responsible for:
- Account Actions: Any bans, suspensions, or penalties applied to your accounts by game developers or anti-cheat systems (e.g., VAC, BattlEye, Easy Anti-Cheat).
- System Damage: Any data loss, hardware failure, or system instability caused by the use of this software.
- Legal Consequences: Any misuse of this tool that violates local laws or third-party Terms of Service.
This project is licensed under the GNU Affero General Public License v3.0 (AGPL-3.0). THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED.