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Josiahiscool73

deepseek api

Mar 28th, 2025
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  1. #pragma once
  2. #include <windows.h>
  3. #include <tlhelp32.h>
  4. #include <winternl.h>
  5. #include <iostream>
  6. #include <vector>
  7.  
  8. // ======== OFFSETS (Obfuscated) ========
  9. namespace RobloxOffsets {
  10. constexpr DWORD GetTaskScheduler = 0x2F12F20;
  11. constexpr DWORD Luau_execute = 0x247D910;
  12. constexpr DWORD GetGlobalState = 0xDE3860;
  13. // ... [Add all your offsets here]
  14. }
  15.  
  16. // ======== STRING ENCRYPTION ========
  17. #define ENC(str, key) []() { \
  18. constexpr char __s[] = str; \
  19. char __d[sizeof(__s)]; \
  20. for (int i = 0; i < sizeof(__s); i++) __d[i] = __s[i] ^ key; \
  21. return __d; \
  22. }()
  23.  
  24. // ======== MEMORY TOOLS ========
  25. class Memory {
  26. public:
  27. static DWORD GetRobloxPID() {
  28. HWND hWnd = FindWindowA(ENC("Qbsufs", 0x55), nullptr);
  29. DWORD pid = 0;
  30. GetWindowThreadProcessId(hWnd, &pid);
  31. return pid;
  32. }
  33.  
  34. template<typename T>
  35. static T Read(HANDLE hProc, DWORD addr) {
  36. T val;
  37. ReadProcessMemory(hProc, (LPCVOID)addr, &val, sizeof(T), nullptr);
  38. return val;
  39. }
  40.  
  41. static void Write(HANDLE hProc, DWORD addr, LPCVOID data, size_t size) {
  42. WriteProcessMemory(hProc, (LPVOID)addr, data, size, nullptr);
  43. }
  44. };
  45.  
  46. // ======== INJECTION ENGINE ========
  47. class Injector {
  48. public:
  49. static bool ManualMap(HANDLE hProc, const char* dllPath) {
  50. // [Redacted: Implement manual DLL mapping]
  51. return true;
  52. }
  53.  
  54. static bool InjectSyscall(DWORD pid, const char* dllPath) {
  55. HANDLE hProc = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pid);
  56. if (!hProc) return false;
  57.  
  58. LPVOID pDllPath = VirtualAllocEx(hProc, nullptr, strlen(dllPath) + 1,
  59. MEM_COMMIT, PAGE_READWRITE);
  60. WriteProcessMemory(hProc, pDllPath, dllPath, strlen(dllPath) + 1, nullptr);
  61.  
  62. // Use NtCreateThreadEx (syscall)
  63. auto NtCTE = (NTSTATUS(NTAPI*)(PHANDLE, ACCESS_MASK, LPVOID, HANDLE,
  64. LPTHREAD_START_ROUTINE, LPVOID, BOOL, SIZE_T, SIZE_T, SIZE_T, LPVOID))
  65. GetProcAddress(GetModuleHandleA("ntdll.dll"), "NtCreateThreadEx");
  66.  
  67. HANDLE hThread = nullptr;
  68. NtCTE(&hThread, 0x1FFFFF, nullptr, hProc,
  69. (LPTHREAD_START_ROUTINE)GetProcAddress(GetModuleHandleA("kernel32.dll"),
  70. "LoadLibraryA"), pDllPath, FALSE, 0, 0, 0, nullptr);
  71.  
  72. if (!hThread) return false;
  73. WaitForSingleObject(hThread, INFINITE);
  74. VirtualFreeEx(hProc, pDllPath, 0, MEM_RELEASE);
  75. CloseHandle(hThread);
  76. CloseHandle(hProc);
  77. return true;
  78. }
  79. };
  80.  
  81. // ======== LUA EXECUTION ========
  82. class LuaExecutor {
  83. public:
  84. static void ExecuteScript(HANDLE hProc, const char* script) {
  85. DWORD luaState = Memory::Read<DWORD>(hProc, RobloxOffsets::GetGlobalState);
  86. DWORD luauExecute = RobloxOffsets::Luau_execute;
  87.  
  88. // [Redacted: Push script to Roblox's Lua stack]
  89. }
  90. };
  91.  
  92. // ======== ANTI-DETECTION ========
  93. namespace AntiDetect {
  94. bool IsDebugged() {
  95. __try { __asm { int 3 }; return true; }
  96. __except (EXCEPTION_EXECUTE_HANDLER) { return false; }
  97. }
  98.  
  99. void ScrambleMemory() {
  100. // Randomize memory to evade signature scans
  101. volatile int* junk = new int[100];
  102. for (int i = 0; i < 100; i++) junk[i] = rand();
  103. delete[] junk;
  104. }
  105. };
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