<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="38">
  <CheatEntries>
    <CheatEntry>
      <ID>37</ID>
      <Description>"Hell Girls"</Description>
      <Options moHideChildren="1"/>
      <LastState Value="" RealAddress="00000000"/>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>1</ID>
          <Description>"1hit kill"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscan(INJECT_DMG,8B 45 08 D9 40 38 C9) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov eax,[ebp+08]
  mov dword ptr [eax+38],(float)0
  fld dword ptr [eax+38]
  jmp return

INJECT_DMG:
  jmp newmem
  nop
return:
registersymbol(INJECT_DMG)

[DISABLE]

INJECT_DMG:
  db 8B 45 08 D9 40 38

unregistersymbol(INJECT_DMG)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: 07273D66

07273D4D: 68 78 06 00 00  - push 00000678
07273D52: E8 E1 D1 98 FF  - call 06C00F38
07273D57: 6A 4C           - push 4C
07273D59: EB F2           - jmp 07273D4D
07273D5B: 00 00           - add [eax],al
07273D5D: 00 00           - add [eax],al
07273D5F: 00 55 8B        - add [ebp-75],dl
07273D62: EC              - in al,dx
07273D63: 83 EC 08        - sub esp,08
07273D66: 8B 45 08        - mov eax,[ebp+08]
// ---------- INJECTING HERE ----------
07273D69: D9 40 38        - fld dword ptr [eax+38]
// ---------- DONE INJECTING  ----------
07273D6C: C9              - leave 
07273D6D: C3              - ret 
07273D6E: 00 00           - add [eax],al
07273D70: 55              - push ebp
07273D71: 8B EC           - mov ebp,esp
07273D73: 56              - push esi
07273D74: 83 EC 04        - sub esp,04
07273D77: 8B 75 08        - mov esi,[ebp+08]
07273D7A: D9 EE           - fldz 
07273D7C: D9 5E 1C        - fstp dword ptr [esi+1C]
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>3</ID>
          <Description>"Gold 999999"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscan(INJECT_Money,8B 49 0C 03 4D 0C) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [ecx+0C],#999999
  mov ecx,[ecx+0C]
  add ecx,[ebp+0C]
  jmp return

INJECT_Money:
  jmp newmem
  nop
return:
registersymbol(INJECT_Money)

[DISABLE]

INJECT_Money:
  db 8B 49 0C 03 4D 0C

unregistersymbol(INJECT_Money)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: 07D575A3

07D5756B: C7 45 A4 00 00 00 00  - mov [ebp-5C],00000000
07D57572: C7 45 A8 00 00 00 00  - mov [ebp-58],00000000
07D57579: C7 45 AC 00 00 00 00  - mov [ebp-54],00000000
07D57580: C7 45 B0 00 00 00 00  - mov [ebp-50],00000000
07D57587: C7 45 B4 00 00 00 00  - mov [ebp-4C],00000000
07D5758E: C7 45 B8 00 00 00 00  - mov [ebp-48],00000000
07D57595: C7 45 BC 00 00 00 00  - mov [ebp-44],00000000
07D5759C: 8B 4F 10              - mov ecx,[edi+10]
07D5759F: 8B C1                 - mov eax,ecx
07D575A1: 39 09                 - cmp [ecx],ecx
// ---------- INJECTING HERE ----------
07D575A3: 8B 49 0C              - mov ecx,[ecx+0C]
// ---------- DONE INJECTING  ----------
07D575A6: 03 4D 0C              - add ecx,[ebp+0C]
07D575A9: 83 EC 08              - sub esp,08
07D575AC: 51                    - push ecx
07D575AD: 50                    - push eax
07D575AE: 39 00                 - cmp [eax],eax
07D575B0: E8 D3 3A 4E FF        - call 0723B088
07D575B5: 83 C4 10              - add esp,10
07D575B8: 8B 4F 14              - mov ecx,[edi+14]
07D575BB: 8B C1                 - mov eax,ecx
07D575BD: 39 09                 - cmp [ecx],ecx
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>5</ID>
          <Description>"Green Currancy 999999"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscan(INJECT_Green_Currancy,8B 49 0C 03 4D 10) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [ecx+0C],#999999
  mov ecx,[ecx+0C]
  add ecx,[ebp+10]
  jmp return

INJECT_Green_Currancy:
  jmp newmem
  nop
return:
registersymbol(INJECT_Green_Currancy)

[DISABLE]

INJECT_Green_Currancy:
  db 8B 49 0C 03 4D 10

unregistersymbol(INJECT_Green_Currancy)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: 07D575BF

07D575A8: 90              - nop 
07D575A9: 83 EC 08        - sub esp,08
07D575AC: 51              - push ecx
07D575AD: 50              - push eax
07D575AE: 39 00           - cmp [eax],eax
07D575B0: E8 D3 3A 4E FF  - call 0723B088
07D575B5: 83 C4 10        - add esp,10
07D575B8: 8B 4F 14        - mov ecx,[edi+14]
07D575BB: 8B C1           - mov eax,ecx
07D575BD: 39 09           - cmp [ecx],ecx
// ---------- INJECTING HERE ----------
07D575BF: 8B 49 0C        - mov ecx,[ecx+0C]
// ---------- DONE INJECTING  ----------
07D575C2: 03 4D 10        - add ecx,[ebp+10]
07D575C5: 83 EC 08        - sub esp,08
07D575C8: 51              - push ecx
07D575C9: 50              - push eax
07D575CA: 39 00           - cmp [eax],eax
07D575CC: E8 B7 3A 4E FF  - call 0723B088
07D575D1: 83 C4 10        - add esp,10
07D575D4: 8D 45 A0        - lea eax,[ebp-60]
07D575D7: 83 EC 08        - sub esp,08
07D575DA: FF 75 14        - push [ebp+14]
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>7</ID>
          <Description>"Current Girl"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscan(INJECT_player,39 09 D9 40 38 D9 5D FC) // should be unique
alloc(newmem,$1000)

registersymbol(player)
registersymbol(badass)
label(player)
label(badass)
label(code)
label(return)

newmem:
  mov [player],ecx
  cmp [badass],1
  jne code
  mov [ecx+30],(float)999999 //Cur Hp
  mov [ecx+34],(float)999999 //Max Hp
  mov [ecx+38],(float)999999 //Cur Mp
  mov [ecx+3C],(float)999999 //Max Mp
  mov [ecx+40],(float)999999 //Cur Rage
  mov [ecx+44],(float)999999 //Max Rage
  jmp code

code:

  cmp [ecx],ecx
  fld dword ptr [eax+38]
  jmp return

player:
dq 0

badass:
db 0

INJECT_player:
  jmp newmem
return:
registersymbol(INJECT_player)

[DISABLE]

INJECT_player:
  db 39 09 D9 40 38

unregistersymbol(badass)
unregistersymbol(player)
unregistersymbol(INJECT_player)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Player:get_CurMP+27

Player:get_CurMP+f: 8B D1           - mov edx,ecx
Player:get_CurMP+11: 39 12           - cmp [edx],edx
Player:get_CurMP+13: 8B 49 50        - mov ecx,[ecx+50]
Player:get_CurMP+16: 83 EC 08        - sub esp,08
Player:get_CurMP+19: 51              - push ecx
Player:get_CurMP+1a: 50              - push eax
Player:get_CurMP+1b: 39 00           - cmp [eax],eax
Player:get_CurMP+1d: E8 0E FE FF FF  - call System.Collections.Generic.Dictionary`2[System.Int32,PlayerData]:get_Item
Player:get_CurMP+22: 83 C4 10        - add esp,10
Player:get_CurMP+25: 8B C8           - mov ecx,eax
// ---------- INJECTING HERE ----------
Player:get_CurMP+27: 39 09           - cmp [ecx],ecx
// ---------- DONE INJECTING  ----------
Player:get_CurMP+29: D9 40 38        - fld dword ptr [eax+38]
Player:get_CurMP+2c: D9 5D FC        - fstp dword ptr [ebp-04]
Player:get_CurMP+2f: D9 45 FC        - fld dword ptr [ebp-04]
Player:get_CurMP+32: C9              - leave 
Player:get_CurMP+33: C3              - ret 
072842C4: 00 00           - add [eax],al
072842C6: 00 00           - add [eax],al
System.Single:ToString: 55              - push ebp
System.Single:ToString+1: 8B EC           - mov ebp,esp
System.Single:ToString+3: 83 EC 08        - sub esp,08
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>8</ID>
              <Description>"BASE"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>player</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>25</ID>
              <Description>"Name"</Description>
              <VariableType>String</VariableType>
              <Length>128</Length>
              <Unicode>1</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>C</Offset>
                <Offset>C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>26</ID>
              <Description>"Make Me A Badass"</Description>
              <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>badass</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>9</ID>
              <Description>"&lt;CurHP&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+30</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>10</ID>
              <Description>"&lt;MaxHP&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+34</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>11</ID>
              <Description>"&lt;CurMP&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+38</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>12</ID>
              <Description>"&lt;MaxMP&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+3C</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>13</ID>
              <Description>"&lt;CurRage&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+40</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>14</ID>
              <Description>"&lt;MaxRage&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+44</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>15</ID>
              <Description>"physicAtt"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>54</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>16</ID>
              <Description>"physicAttUp"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>58</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>17</ID>
              <Description>"magicAtt"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>5C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>18</ID>
              <Description>"magicAttUp"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>60</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>19</ID>
              <Description>"hp"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>64</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>20</ID>
              <Description>"hpUp"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>68</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>21</ID>
              <Description>"rage"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>6C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>22</ID>
              <Description>"rageUp"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>70</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>23</ID>
              <Description>"mp"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>74</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>24</ID>
              <Description>"mpUp"</Description>
              <VariableType>Float</VariableType>
              <Address>[player]+14</Address>
              <Offsets>
                <Offset>78</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>33</ID>
          <Description>"Max Achievments (Have on When Getting Achievment to get all in that category)"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>

[ENABLE]

aobscan(INJECT_gemsused,9D FF 00 00 55 8B EC 83 EC 08 8B 4D 0C 8B 45 08 89 48 0C 8B 40 08) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [eax+0C],999
  mov eax,[eax+08]
  jmp return

INJECT_gemsused+10:
  jmp newmem
  nop
return:
registersymbol(INJECT_gemsused)

[DISABLE]

INJECT_gemsused+10:
  db 89 48 0C 8B 40 08

unregistersymbol(INJECT_gemsused)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ObserveProperty`1[System.Int32]:set_Value+c

06DD9DE6: 5B              - pop ebx
06DD9DE7: 3D 1A E9 3A 62  - cmp eax,d3d11.D3D11CreateDevice+A9EA
06DD9DEC: 9D              - popfd 
06DD9DED: FF 00           - inc [eax]
06DD9DEF: 00 55 8B        - add [ebp-75],dl
ObserveProperty`1[System.Int32]:set_Value+2: EC              - in al,dx
ObserveProperty`1[System.Int32]:set_Value+3: 83 EC 08        - sub esp,08
ObserveProperty`1[System.Int32]:set_Value+6: 8B 4D 0C        - mov ecx,[ebp+0C]
ObserveProperty`1[System.Int32]:set_Value+9: 8B 45 08        - mov eax,[ebp+08]
ObserveProperty`1[System.Int32]:set_Value+c: 89 48 0C        - mov [eax+0C],ecx
// ---------- INJECTING HERE ----------
ObserveProperty`1[System.Int32]:set_Value+f: 8B 40 08        - mov eax,[eax+08]
// ---------- DONE INJECTING  ----------
ObserveProperty`1[System.Int32]:set_Value+12: 85 C0           - test eax,eax
ObserveProperty`1[System.Int32]:set_Value+14: 74 16           - je ObserveProperty`1[System.Int32]:set_Value+2c
ObserveProperty`1[System.Int32]:set_Value+16: 8B 45 08        - mov eax,[ebp+08]
ObserveProperty`1[System.Int32]:set_Value+19: 8B 40 08        - mov eax,[eax+08]
ObserveProperty`1[System.Int32]:set_Value+1c: 83 EC 08        - sub esp,08
ObserveProperty`1[System.Int32]:set_Value+1f: FF 75 0C        - push [ebp+0C]
ObserveProperty`1[System.Int32]:set_Value+22: 50              - push eax
ObserveProperty`1[System.Int32]:set_Value+23: 90              - nop 
ObserveProperty`1[System.Int32]:set_Value+24: 90              - nop 
ObserveProperty`1[System.Int32]:set_Value+25: 90              - nop 
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>36</ID>
          <Description>"Chest Max Turns"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscan(INJECT_Chest,8B 47 78 85 C0 0F 8E) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [edi+78],#99
  mov eax,[edi+78]
  test eax,eax
  jmp return

INJECT_Chest:
  jmp newmem
return:
registersymbol(INJECT_Chest)

[DISABLE]

INJECT_Chest:
  db 8B 47 78 85 C0

unregistersymbol(INJECT_Chest)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Star:ChangeTurn+3c

Star:ChangeTurn+12: C7 45 F0 00 00 00 00  - mov [ebp-10],00000000
Star:ChangeTurn+19: 0F B6 87 9E 00 00 00  - movzx eax,byte ptr [edi+0000009E]
Star:ChangeTurn+20: 85 C0                 - test eax,eax
Star:ChangeTurn+22: 74 0C                 - je Star:ChangeTurn+30
Star:ChangeTurn+24: C6 87 9E 00 00 00 00  - mov byte ptr [edi+0000009E],00
Star:ChangeTurn+2b: E9 46 02 00 00        - jmp Star:ChangeTurn+276
Star:ChangeTurn+30: 83 EC 0C              - sub esp,0C
Star:ChangeTurn+33: 57                    - push edi
Star:ChangeTurn+34: E8 07 35 00 00        - call Star:CheckAbnormal
Star:ChangeTurn+39: 83 C4 10              - add esp,10
// ---------- INJECTING HERE ----------
Star:ChangeTurn+3c: 8B 47 78              - mov eax,[edi+78]
// ---------- DONE INJECTING  ----------
Star:ChangeTurn+3f: 85 C0                 - test eax,eax
Star:ChangeTurn+41: 0F 8E 2F 02 00 00     - jng Star:ChangeTurn+276
Star:ChangeTurn+47: 8B 47 78              - mov eax,[edi+78]
Star:ChangeTurn+4a: 48                    - dec eax
Star:ChangeTurn+4b: 89 47 78              - mov [edi+78],eax
Star:ChangeTurn+4e: 8B 47 38              - mov eax,[edi+38]
Star:ChangeTurn+51: 83 EC 0C              - sub esp,0C
Star:ChangeTurn+54: 50                    - push eax
Star:ChangeTurn+55: E8 CE 7E 3A E8        - call UnityEngine.Object:op_Implicit
Star:ChangeTurn+5a: 83 C4 10              - add esp,10
}
</AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <CheatCodes>
    <CodeEntry>
      <Description>Change of call System.Object:__icall_wrapper_mono_object_new_fast</Description>
      <AddressString>07D56CAE</AddressString>
      <Before>
        <Byte>68</Byte>
        <Byte>BC</Byte>
        <Byte>85</Byte>
        <Byte>1D</Byte>
        <Byte>1D</Byte>
      </Before>
      <Actual>
        <Byte>E8</Byte>
        <Byte>65</Byte>
        <Byte>96</Byte>
        <Byte>45</Byte>
        <Byte>FF</Byte>
      </Actual>
      <After>
        <Byte>83</Byte>
        <Byte>C4</Byte>
        <Byte>10</Byte>
        <Byte>8B</Byte>
        <Byte>4D</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of jne System.Object:__icall_wrapper_mono_object_new_fast+48</Description>
      <AddressString>071B034F</AddressString>
      <Before>
        <Byte>10</Byte>
        <Byte>8B</Byte>
        <Byte>F9</Byte>
        <Byte>85</Byte>
        <Byte>C0</Byte>
      </Before>
      <Actual>
        <Byte>75</Byte>
        <Byte>0F</Byte>
      </Actual>
      <After>
        <Byte>8B</Byte>
        <Byte>C7</Byte>
        <Byte>8B</Byte>
        <Byte>55</Byte>
        <Byte>DC</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of je Star:ShowStarInfo+127</Description>
      <AddressString>06E56020</AddressString>
      <Before>
        <Byte>00</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
        <Byte>85</Byte>
        <Byte>C0</Byte>
      </Before>
      <Actual>
        <Byte>0F</Byte>
        <Byte>84</Byte>
        <Byte>E1</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
      </Actual>
      <After>
        <Byte>8B</Byte>
        <Byte>46</Byte>
        <Byte>40</Byte>
        <Byte>8B</Byte>
        <Byte>40</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of jmp Star:ShowStarInfo+13d</Description>
      <AddressString>06E56105</AddressString>
      <Before>
        <Byte>00</Byte>
        <Byte>00</Byte>
        <Byte>83</Byte>
        <Byte>C4</Byte>
        <Byte>10</Byte>
      </Before>
      <Actual>
        <Byte>EB</Byte>
        <Byte>16</Byte>
      </Actual>
      <After>
        <Byte>8B</Byte>
        <Byte>46</Byte>
        <Byte>40</Byte>
        <Byte>8B</Byte>
        <Byte>40</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of jbe GameDataModel+&lt;GetStarSettleScore&gt;c__AnonStorey5:&lt;&gt;m__0+b4</Description>
      <AddressString>1EA3D9ED</AddressString>
      <Before>
        <Byte>CA</Byte>
        <Byte>83</Byte>
        <Byte>7A</Byte>
        <Byte>0C</Byte>
        <Byte>00</Byte>
      </Before>
      <Actual>
        <Byte>0F</Byte>
        <Byte>86</Byte>
        <Byte>69</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
      </Actual>
      <After>
        <Byte>66</Byte>
        <Byte>C7</Byte>
        <Byte>42</Byte>
        <Byte>10</Byte>
        <Byte>3A</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of jle GameDataModel+&lt;GetStarSettleScore&gt;c__AnonStorey5:&lt;&gt;m__0+a2</Description>
      <AddressString>1EA3DA12</AddressString>
      <Before>
        <Byte>8B</Byte>
        <Byte>40</Byte>
        <Byte>1C</Byte>
        <Byte>85</Byte>
        <Byte>C0</Byte>
      </Before>
      <Actual>
        <Byte>7E</Byte>
        <Byte>36</Byte>
      </Actual>
      <After>
        <Byte>8B</Byte>
        <Byte>45</Byte>
        <Byte>08</Byte>
        <Byte>8B</Byte>
        <Byte>40</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
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    </Structure>
  </Structures>
</CheatTable>
