Olly
05-24-2007, 19:59
I Decided to add some useful signatures so that you can use PimpinJuice's SignatureScan Ext (http://forums.alliedmods.net/showthread.php?t=53893) Enjoy :)
I will add more when i get them :)
(Note: All of the following signatures I got from the beta server.dll, So if they dont work at the moment, wait till the new engine, and they should work)
Curently in my list of toys:
CBaseEntity::Spawn
CBasePlayer:: DamageEffect
CCSPlayer::SwitchTeam
CBaseAnimating::Ignite
CBaseEntity::Teleport
CBasePlayer::SetFOV
CBaseEntity::SetModel
CBaseEntity::SetModelIndex
CGib::SpawnRandomGibs
SetMinMaxSize
UTIL_BloodDrips
UTIL_Tracer
UTIL_Remove
UTIL_BloodStream
UTIL_BloodSpray
CreateEntityByName
DispatchSpawnCBaseEntity::Spawn
Signature:\x83\xec\x2c\x53\x55\x56\x57\x68\x2 c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b \x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\ xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\x c6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x5 2\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00 \x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\ x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\x ed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x0 0\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8
Mask: xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxx xx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????x xxxxxxxxxxxxxxxxx
Length: 107
Linux function: _ZN11CBaseEntity5SpawnEv
Description: Makes a player return to their spawn, usefull for after you have changed a players team to set the model properly.
CBasePlayer:: DamageEffect
Signature:\x8b\x44\x24\x08\x83\xec\x14\xa8\x0 1\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68 \xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\ x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x 56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe 8\x46\x6d\x09\x00\x83\xc4\x14\x5f
Mask: xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxx????xxxxx
Length: 62
Linux function: _ZN11CBasePlayer12DamageEffectEfi
Description: Adds an effect to the screen, could be good for inflicting pain on a player. params. 1: float [not used] 2: int Effect: Choose effect from:
DMG_CRUSH ((1 << 0)) DMG_DROWN ((1 << 14)) DMG_SLASH ((1 << 2)) DMG_PLASMA ((1<<24)) DMG_SONIC ((1 << 9)) DMG_BULLET ((1 << 1))
Params:
Float flDamage
[not used]
int fDamageType
DMG_CRUSH (1 << 0)
DMG_DROWN (1 << 14)
DMG_SLASH (1 << 2)
DMG_PLASMA (1<<24)
DMG_SONIC (1 << 9)
MG_BULLET (1 << 1)
CCSPlayer::SwitchTeam
Signature:\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1 C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04 \x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\ x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x 8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xD C\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E
Mask: xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx ????xxxxxxxxxxxxx??
Length: 64
Linux function: _ZN9CCSPlayer10SwitchTeamEi
Description: Swaps a player to a new team.
Params:
int iTeamIndex
The new team index
CBaseAnimating::Ignite (PimpinJuice)
Signature: \x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\ x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\x FF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x7 4\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01 \x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\ xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x 8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5 F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8 \x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\ x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x 00\x08\x8B\xCE
Mask: xxx?????????????????xxx????????????xx??????xx ??xxxxx??xxx????????xxxxx?????xx??xxxxx????xx xxxxx??xxxxxxxx????xxxxxxx
Length: 116
Linux function: _ZN14CBaseAnimating6IgniteEfbfb
Description: Ignites an entity
Params:
Float flFlameLifetime
The time for the flames to stay
bool bNPCOnly
I assume only NPC's get burnt :P
float flSize
Size of the flames
bool bCalledByLevelDesigner
Dont know what this is; i suggest setting to 0 because you are not the level designer :P
CBaseEntity::Teleport (PimpinJuice)
Signature: \x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\ x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x 15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1 C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB \x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\ x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x 89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x2 4\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C \x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\ x28\x89\x74\x24\x2C
Mask: xxxxxxx??????xxxxxx?????????????xxx?????xx??? ?xx??????x?????xx?????xxxx?????????xxxxxxxxxx xxxxxxxxxxxxxxxx
Length: 106
Linux function: _ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS 2_
Description: Teleports a player to a new position
Params:
Vector newPosition
The place to teleport to
QAngle newAngles
The new angle of the entity
Vector newVelocity
Directional vector for velocity
CBasePlayer::SetFOV (VERY COOL)
Signature: \x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\ x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x 0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x0 0\x00
Mask: xxxxx????????xxxxxxxxx??????xxxxxxx
Length: 35
Linux function: _ZN11CBasePlayer13SetDefaultFOVEi
Description: Zooms the player's screen into the new FOV
Params:
CBaseEntity pRequester
The entity (client) to change the FOV of
int FOV
The new fov to set to (0-360) anything over 180 goes foobar (90 default)
Float zoomRate
The rate the zoom will happen in CBaseEntity::SetModel
Signature: \x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\ x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x 8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc 0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50 \xff\xf2\x24\x83\xf8\x01
Mask: xxxxxxxx??????xxx?????????xxx???xx????????xxx ??xxxx
Length: 51
Linux function: _ZN11CBaseEntity8SetModelEPKc
Description: Sets the players model by path.
Notes: If model isnt precached the server WILL crash ;) but just use: native PrecacheModel(const String:model[], bool:preload=false);
Params:
char ptr szModelName
The file location of the model to use
CBaseEntity::SetModelIndex
Signature: \x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\ x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x 08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xf f\x66\x89\x18\x8b\xcf
Mask: xxxxxxxxxxxxxxxxxxx????????????????????
Length: 39
Linux function: _ZN11CBaseEntity13SetModelIndexEi
Description: Sets the players model by id
Notes: Sometimes crashes server when a player dies (maybe because the models i used didnt have ragdolls??
Params:
int index
The index of the model to set to
CGib::SpawnRandomGibs
Signature: \x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\ x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x 01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x0 0\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a \x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\ x01\x00\x83\xc4\x08
Mask: xxxxxxx??????xxxxxxxxxxxx???????????????????x xxx??????????xxx
Length: 61
Linux function: _ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib Type_e
Description: Spawns some head gibs from the player :D
Notes: Must use SignatureScanCall_NoIndex to call this one
Params:
CBaseEntity pVictim
The entity for the gibs to drop out of
int cGibs
The amount of gibs to spawn
GibType_e eGibType
GIB_HUMAN = 0 (Head gib)
GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE models/gibs/agibs.mdl :)
SetMinMaxSize
Signature: \x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\ x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x 04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8 b\x4c\x24\x14\x85\xc9
Mask: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx
Length: 39
Linux function: [cant find someone help me out?]
Description: Sets the size of the collision box around a Physics entity
Params:
CBaseEntity pEnt
The entity ptr of the entity you are working with
Vector mins
The minimum size the box will 'squash' to when you run into it
Vector max
The maximum size
UTIL_BloodDrips
Signature: \x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\ x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\x a1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8 b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95 \xc0
Mask: xxxxxxxx??????xxxxxx???????xxxx????????xxxxxx x
Length: 46
Linux function: _Z15UTIL_BloodDripsRK6VectorS1_ii
Description: Emits a small 'splash' of blood, kinda small but someone will have a use for it :P
Params:
Vector origin
The starting vector for the blood
Vector direction
The directional vector for direction
int color
BLOOD_COLOR_RED = 247 (Wont work on German games :S)
BLOOD_COLOR_YELLOW = 195
BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
UTIL_Tracer (doesn't work in CSS)
Signature: \x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\ x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x 14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x3 3\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04 \x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\ x89
Mask: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxx
Length: 54
Linux function: _Z11UTIL_TracerRK6VectorS1_iifbPKc
Description: Uhh.. dont know :P i assume its for tracer stuff ^^
Params
Vector vecStart
Starting Vector (duh)
Vector vecEnd
Ending Vector
int EntIndex
Entity index using the tracer
int iAttachment
Dont know (-1 for no attachement)
float flVelocity
Velocity the tracer moves at (m/s?)
bool bWhiz
I assume it emmits a sound?
char ptr pCustomTracerName
A nice name for your tracer :)
UTIL_Remove
Signature: \x8b\x44\x24\x04\x85\xc0\x74\x0e\x05\x48\x01\ x00\x00\x89\x44\x24\x04\xe9\x7a\xff\xff\xff\x c3
Mask: xxxxxx???????xxxx?????x
Length: 23
Linux function: _Z11UTIL_RemoveP11CBaseEntity
Description: Removed the entity
Notes: Make sure you check if the entity is valid, and some entities crash server when removed. (but i did a loop 1-4096 ;))
Params:
CBaseEntity oldObj
The entity to remove
In action: Confused bots (no weapons ><): http://img151.**************/img151/3567/dedust0007dg7.jpgUTIL_BloodStream
Signature: \x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\ x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x 4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x2 8\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99 \x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\ x3d\xff\x00\x00\x00
Mask: xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????? ???????xxxxxxxxx
Length: 61
Linux function: _Z16UTIL_BloodStreamRK6VectorS1_ii
Description: Creates a moving stream of blood (like someone threw a bucket of water)
Notes: Only shows pink/black (missing texture) still fun though.
Perfect for someone who wanted to make pissmod ¬.¬
Params:
Vector origin
The place the blood starts
Vector direction
The place the blood lands (close to)
int color
BLOOD_COLOR_RED = 247 (Wont work on German games :S)
BLOOD_COLOR_YELLOW = 195
BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
int amount
Dunno what this is (alpha?) set to 255 UTIL_BloodSpray
Signature: \x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\ x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x 89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x2 4\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44 \x24\x40\x89\x44\x24\x4c
Mask: xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxx
Length: 51
Linux function: _Z15UTIL_BloodSprayRK6VectorS1_iii
Description: Makes a blood spray (duh!)
Params:
Vector origin
The place the blood starts
Vector direction
The place the blood lands (close to)
int color
BLOOD_COLOR_RED = 247 (Wont work on German games :S)
BLOOD_COLOR_YELLOW = 195
BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
int amount
Dunno what this is (alpha?) set to 255
int flags
0 nothing
1 makes a baseball bat like blood spray :P
2 makes a ring of blood mist
3 makes an upward spray
4 makes clouds of blood mist
5 seems to be a mixture of the above
6 seems to be a thicker cloud of dust
(i cant be bothered to check any more. go experament)
CreateEntityByName
Signature: \x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\ x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x 01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x2 2\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15 \xfc\xb1\x48\x22\x83\xc4\x0c
Mask: xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx??????? ????xxx
Length: 52
Linux function: _Z18CreateEntityByNamePKci
Description: Creates a new entity from the classname specified (Does NOT spawn the entity)
Params:
char ptr classname
the classname of the entity to make
int iForceEdictIndex
Manually set the edict ID (dont set for auto)
Oh noes! Hosties in de_dust: http://img514.**************/img514/2426/dedust0012or9.jpg
DispatchSpawn
Signature: \x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\ x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x 8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xf f\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28
Mask: xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx
Length: 52
Linux function: _Z13DispatchSpawnP11CBaseEntity
Description: Spawns the specified entity
Params:
CBaseEntity pEntity
The entity to spawn As i said, when find more, i will post them
// Yay
I will add more when i get them :)
(Note: All of the following signatures I got from the beta server.dll, So if they dont work at the moment, wait till the new engine, and they should work)
Curently in my list of toys:
CBaseEntity::Spawn
CBasePlayer:: DamageEffect
CCSPlayer::SwitchTeam
CBaseAnimating::Ignite
CBaseEntity::Teleport
CBasePlayer::SetFOV
CBaseEntity::SetModel
CBaseEntity::SetModelIndex
CGib::SpawnRandomGibs
SetMinMaxSize
UTIL_BloodDrips
UTIL_Tracer
UTIL_Remove
UTIL_BloodStream
UTIL_BloodSpray
CreateEntityByName
DispatchSpawnCBaseEntity::Spawn
Signature:\x83\xec\x2c\x53\x55\x56\x57\x68\x2 c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b \x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\ xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\x c6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x5 2\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00 \x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\ x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\x ed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x0 0\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8
Mask: xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxx xx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????x xxxxxxxxxxxxxxxxx
Length: 107
Linux function: _ZN11CBaseEntity5SpawnEv
Description: Makes a player return to their spawn, usefull for after you have changed a players team to set the model properly.
CBasePlayer:: DamageEffect
Signature:\x8b\x44\x24\x08\x83\xec\x14\xa8\x0 1\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68 \xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\ x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x 56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe 8\x46\x6d\x09\x00\x83\xc4\x14\x5f
Mask: xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxx????xxxxx
Length: 62
Linux function: _ZN11CBasePlayer12DamageEffectEfi
Description: Adds an effect to the screen, could be good for inflicting pain on a player. params. 1: float [not used] 2: int Effect: Choose effect from:
DMG_CRUSH ((1 << 0)) DMG_DROWN ((1 << 14)) DMG_SLASH ((1 << 2)) DMG_PLASMA ((1<<24)) DMG_SONIC ((1 << 9)) DMG_BULLET ((1 << 1))
Params:
Float flDamage
[not used]
int fDamageType
DMG_CRUSH (1 << 0)
DMG_DROWN (1 << 14)
DMG_SLASH (1 << 2)
DMG_PLASMA (1<<24)
DMG_SONIC (1 << 9)
MG_BULLET (1 << 1)
CCSPlayer::SwitchTeam
Signature:\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1 C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04 \x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\ x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x 8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xD C\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E
Mask: xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx ????xxxxxxxxxxxxx??
Length: 64
Linux function: _ZN9CCSPlayer10SwitchTeamEi
Description: Swaps a player to a new team.
Params:
int iTeamIndex
The new team index
CBaseAnimating::Ignite (PimpinJuice)
Signature: \x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\ x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\x FF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x7 4\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01 \x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\ xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x 8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5 F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8 \x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\ x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x 00\x08\x8B\xCE
Mask: xxx?????????????????xxx????????????xx??????xx ??xxxxx??xxx????????xxxxx?????xx??xxxxx????xx xxxxx??xxxxxxxx????xxxxxxx
Length: 116
Linux function: _ZN14CBaseAnimating6IgniteEfbfb
Description: Ignites an entity
Params:
Float flFlameLifetime
The time for the flames to stay
bool bNPCOnly
I assume only NPC's get burnt :P
float flSize
Size of the flames
bool bCalledByLevelDesigner
Dont know what this is; i suggest setting to 0 because you are not the level designer :P
CBaseEntity::Teleport (PimpinJuice)
Signature: \x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\ x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x 15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1 C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB \x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\ x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x 89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x2 4\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C \x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\ x28\x89\x74\x24\x2C
Mask: xxxxxxx??????xxxxxx?????????????xxx?????xx??? ?xx??????x?????xx?????xxxx?????????xxxxxxxxxx xxxxxxxxxxxxxxxx
Length: 106
Linux function: _ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS 2_
Description: Teleports a player to a new position
Params:
Vector newPosition
The place to teleport to
QAngle newAngles
The new angle of the entity
Vector newVelocity
Directional vector for velocity
CBasePlayer::SetFOV (VERY COOL)
Signature: \x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\ x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x 0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x0 0\x00
Mask: xxxxx????????xxxxxxxxx??????xxxxxxx
Length: 35
Linux function: _ZN11CBasePlayer13SetDefaultFOVEi
Description: Zooms the player's screen into the new FOV
Params:
CBaseEntity pRequester
The entity (client) to change the FOV of
int FOV
The new fov to set to (0-360) anything over 180 goes foobar (90 default)
Float zoomRate
The rate the zoom will happen in CBaseEntity::SetModel
Signature: \x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\ x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x 8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc 0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50 \xff\xf2\x24\x83\xf8\x01
Mask: xxxxxxxx??????xxx?????????xxx???xx????????xxx ??xxxx
Length: 51
Linux function: _ZN11CBaseEntity8SetModelEPKc
Description: Sets the players model by path.
Notes: If model isnt precached the server WILL crash ;) but just use: native PrecacheModel(const String:model[], bool:preload=false);
Params:
char ptr szModelName
The file location of the model to use
CBaseEntity::SetModelIndex
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Mask: xxxxxxxxxxxxxxxxxxx????????????????????
Length: 39
Linux function: _ZN11CBaseEntity13SetModelIndexEi
Description: Sets the players model by id
Notes: Sometimes crashes server when a player dies (maybe because the models i used didnt have ragdolls??
Params:
int index
The index of the model to set to
CGib::SpawnRandomGibs
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Mask: xxxxxxx??????xxxxxxxxxxxx???????????????????x xxx??????????xxx
Length: 61
Linux function: _ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib Type_e
Description: Spawns some head gibs from the player :D
Notes: Must use SignatureScanCall_NoIndex to call this one
Params:
CBaseEntity pVictim
The entity for the gibs to drop out of
int cGibs
The amount of gibs to spawn
GibType_e eGibType
GIB_HUMAN = 0 (Head gib)
GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE models/gibs/agibs.mdl :)
SetMinMaxSize
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Mask: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx
Length: 39
Linux function: [cant find someone help me out?]
Description: Sets the size of the collision box around a Physics entity
Params:
CBaseEntity pEnt
The entity ptr of the entity you are working with
Vector mins
The minimum size the box will 'squash' to when you run into it
Vector max
The maximum size
UTIL_BloodDrips
Signature: \x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\ x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\x a1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8 b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95 \xc0
Mask: xxxxxxxx??????xxxxxx???????xxxx????????xxxxxx x
Length: 46
Linux function: _Z15UTIL_BloodDripsRK6VectorS1_ii
Description: Emits a small 'splash' of blood, kinda small but someone will have a use for it :P
Params:
Vector origin
The starting vector for the blood
Vector direction
The directional vector for direction
int color
BLOOD_COLOR_RED = 247 (Wont work on German games :S)
BLOOD_COLOR_YELLOW = 195
BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
UTIL_Tracer (doesn't work in CSS)
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Mask: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxx
Length: 54
Linux function: _Z11UTIL_TracerRK6VectorS1_iifbPKc
Description: Uhh.. dont know :P i assume its for tracer stuff ^^
Params
Vector vecStart
Starting Vector (duh)
Vector vecEnd
Ending Vector
int EntIndex
Entity index using the tracer
int iAttachment
Dont know (-1 for no attachement)
float flVelocity
Velocity the tracer moves at (m/s?)
bool bWhiz
I assume it emmits a sound?
char ptr pCustomTracerName
A nice name for your tracer :)
UTIL_Remove
Signature: \x8b\x44\x24\x04\x85\xc0\x74\x0e\x05\x48\x01\ x00\x00\x89\x44\x24\x04\xe9\x7a\xff\xff\xff\x c3
Mask: xxxxxx???????xxxx?????x
Length: 23
Linux function: _Z11UTIL_RemoveP11CBaseEntity
Description: Removed the entity
Notes: Make sure you check if the entity is valid, and some entities crash server when removed. (but i did a loop 1-4096 ;))
Params:
CBaseEntity oldObj
The entity to remove
In action: Confused bots (no weapons ><): http://img151.**************/img151/3567/dedust0007dg7.jpgUTIL_BloodStream
Signature: \x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\ x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x 4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x2 8\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99 \x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\ x3d\xff\x00\x00\x00
Mask: xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????? ???????xxxxxxxxx
Length: 61
Linux function: _Z16UTIL_BloodStreamRK6VectorS1_ii
Description: Creates a moving stream of blood (like someone threw a bucket of water)
Notes: Only shows pink/black (missing texture) still fun though.
Perfect for someone who wanted to make pissmod ¬.¬
Params:
Vector origin
The place the blood starts
Vector direction
The place the blood lands (close to)
int color
BLOOD_COLOR_RED = 247 (Wont work on German games :S)
BLOOD_COLOR_YELLOW = 195
BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
int amount
Dunno what this is (alpha?) set to 255 UTIL_BloodSpray
Signature: \x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\ x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x 89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x2 4\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44 \x24\x40\x89\x44\x24\x4c
Mask: xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxx
Length: 51
Linux function: _Z15UTIL_BloodSprayRK6VectorS1_iii
Description: Makes a blood spray (duh!)
Params:
Vector origin
The place the blood starts
Vector direction
The place the blood lands (close to)
int color
BLOOD_COLOR_RED = 247 (Wont work on German games :S)
BLOOD_COLOR_YELLOW = 195
BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
int amount
Dunno what this is (alpha?) set to 255
int flags
0 nothing
1 makes a baseball bat like blood spray :P
2 makes a ring of blood mist
3 makes an upward spray
4 makes clouds of blood mist
5 seems to be a mixture of the above
6 seems to be a thicker cloud of dust
(i cant be bothered to check any more. go experament)
CreateEntityByName
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Mask: xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx??????? ????xxx
Length: 52
Linux function: _Z18CreateEntityByNamePKci
Description: Creates a new entity from the classname specified (Does NOT spawn the entity)
Params:
char ptr classname
the classname of the entity to make
int iForceEdictIndex
Manually set the edict ID (dont set for auto)
Oh noes! Hosties in de_dust: http://img514.**************/img514/2426/dedust0012or9.jpg
DispatchSpawn
Signature: \x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\ x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x 8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xf f\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28
Mask: xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx
Length: 52
Linux function: _Z13DispatchSpawnP11CBaseEntity
Description: Spawns the specified entity
Params:
CBaseEntity pEntity
The entity to spawn As i said, when find more, i will post them
// Yay