The entire area to be read must be accessible or else the operation fails . This is a nonissue in this context . The memory is heavily obfuscated , yes , but it can ' t be protected from reading . things such as enemy player data is not something Blizzard allows your client access toIt is , this information needs to be rendered on your end at some point . MOBAs are pretty well known for keeping this information serverside until the last possible second , but this is way more difficult to achieve in an FPS because the client is way more reliant on that information . CSGO implemented a system that tried to keep this information server side as much as possible , but it ' s still far from enough and also introduced a host of other problems to client side rendering . Hence you need to inject to bypass that blockageOk , I don ' t mean to be condescending at all here I ' m just curious where you are coming from , are you able to explain why you think this is the case ? Why would code running inside a process have access to this information over an external process ? If it ' s serverside you can ' t access that information regardless , I don ' t see how injecting would change the outcome here . My point is if you want to get anything done with a memory related hack in AAA 910 times you need to inject . If you want to fuck shit up like silent aim , spread , recoil , movement speed or anything that requires you to hook a certain action then sure , I agree . But if we ' re talking aimbot , walls , trigger these ongoing core problem hacks , then externals work too . There ' s also way more external hacks out there for most games because they are way easier for intermediate developers to build .