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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

API
05-25-2007, 00:37
<3 Olly... <3

c0ldfyr3
05-25-2007, 06:07
These for the beta? I know FOV changed in the beta anyway.

Olly
05-25-2007, 08:47
Yes c0ldfry3 it is for the beta. So if it has changed alot then it may not work at the moment; But it will work when the new srcds comes out.

The FOV one i got away with making it shorter, so hopefully it will still work.

dutchmeat
05-26-2007, 05:25
Are these signatures different by mod?

FlyingMongoose
05-26-2007, 11:08
As long as it doesn't say "CCSPlayer" it should work in any mod.

Olly
05-26-2007, 13:48
Yes.
at the moment only CCSPlayer::SwitchTeam is JUST for css, because the team switching code is different for different mods. due to different gameplay stuff.

There is an offset you can change: m_iTeamNum which you can set to the right team index. But i have had nothing but problems with this method

Olly
05-26-2007, 21:44
Ok added a bunch more and made the params easier to see :P

CBaseEntity::SetModel
CBaseEntity::SetModelIndex
CGib::SpawnRandomGibs
SetMinMaxSize
UTIL_BloodDrips
UTIL_Tracer
UTIL_Remove
UTIL_BloodStream
UTIL_BloodSpray

FlyingMongoose
05-27-2007, 11:16
Here comes goremod for SourceMod >.<

Is there a remove ragdoll function? I wanna know it.

L. Duke
05-27-2007, 11:56
No, you need to find the ragdoll and then do UTIL_Remove or AddEvent(pRagDoll, "kill", 0.0f ...

FlyingMongoose
05-27-2007, 12:06
Okay, I want to gibsplode my slay victims >.<

Olly
05-27-2007, 12:32
Okay, I want to gibsplode my slay victims >.<

The CGib::SpawnRandomGibs only spawns head gibs. No idea why its called that, but if you look in the sdk code, it only spawns hgib :|

But you could use the bloodSpray, thats cool lookin

Olly
05-27-2007, 22:08
Added
CreateEntityByName
DispatchSpawn

I also wrote some stock natives for use with these functions: http://forums.alliedmods.net/showthread.php?t=55697

FlyingMongoose
05-28-2007, 17:11
I'm thinking it might be a good idea to throw this up on the AM Wiki because this might not get "bumped"

Olly
05-28-2007, 19:58
http://wiki.alliedmods.net/Useful_Signatures_%28Source%29 :)

All functions posted, along with example calls :)

mooman2
05-29-2007, 19:28
You should sig scan DispatchEffect, then you have at least 10 more effects available to you including bloodspray (provided you can search for some effects in the SDK)

FlyingMongoose
05-30-2007, 02:39
You usually can mooman2 :)

mooman2
06-05-2007, 23:29
I think you should use UTIL_SetSize instead of SetMinMaxSize (which is static)

The linux symbol for that is _Z12UTIL_SetSizeP11CBaseEntityRK6VectorS3_

Xenogenetics
07-14-2007, 16:33
This might be a really noob question but how do I use this? All I sorta know how to do is plugins :( Do I make this a inc file or something?

Thanks in advance.

pRED*
07-14-2007, 17:38
Read this page on how to use signatures with 'SDKTools'

http://wiki.alliedmods.net/SDKTools_%28SourceMod_Development%29

If you want to use the signatures on this page you need to combine the signature and mask into one.

The mask is a string of x's and ?'s the exact same length as the signature. GO through the signature replacing all ? spots with \x2A (I think)

Xenogenetics
07-14-2007, 19:21
I'm sorry, I still don't get it, could someone show me an example?

pRED*
07-14-2007, 19:52
Don't get what. Using SDKTools or using these signatures?

Follow the sdktools example exactly and try to get roundrespawn to work.
Once you've got that then I someone can show you how to do the same using these signatures

Xenogenetics
07-14-2007, 21:48
ok I added it, I think I know how to add these now, but what is mask for?

pRED*
07-14-2007, 22:20
Well for example you had a signature like

\x5B\x23\x54\xA3

(4 bytes)

and a mask that looked like

xx?x

(also 4)

you go through the signature and replace \xXX with \x2A where theres a ?

so..

\x5B\x23\x2A\xA3

? was at 3rd in mask, so ive replaced the third byte with \x2A

\x2A means wild card..

Xenogenetics
07-15-2007, 06:30
Thanks, now if I can just figure out how to compile, I haven't done anything like amxx/sourcemod in a few years :p

pRED*
07-15-2007, 18:40
Do you use crimson editor?

Xenogenetics
07-15-2007, 23:06
lol I use notepad, I really don't know where to start. Sourcemod seems to get more and more different from amxx everytime I look at it.

Fredd
09-19-2007, 03:14
I think you should use UTIL_SetSize instead of SetMinMaxSize (which is static)

The linux symbol for that is _Z12UTIL_SetSizeP11CBaseEntityRK6VectorS3_
mask and address plz. Olly why not just post the stupid linux function of SetMinMaxSize

LionElJonson
10-23-2007, 10:57
Does anyone know the sig for CGIB::SpawnSpecificGibs?

Olly
11-01-2007, 20:17
Im working on a tool that should take some of the pain out of masking the signatures :D

ill also rescan the signatures soon :)

LionElJonson
11-02-2007, 11:53
Awesome stuff, keep up the fantastic work!

Olly
11-02-2007, 15:37
http://forums.alliedmods.net/showthread.php?t=62678

Railgun
11-03-2007, 00:42
Perhaps its just me , but i think there is an error in the linux signature for "CBaseEntity::Teleport". Using "_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS" causes an error but if you add 2_ to the end it works.

The full working linux signature for CBaseEntity::Teleport appears to be
"_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS 2_"

( and i cant explain why this bboard keeps putting a space between Angle & S. perhaps its haunted ? )

Railgun

Olly
11-03-2007, 08:21
Yea, its lame.. its a thing so you cant make 1 long word to push out the side of the website, so by adding a space every x chars, it forces a new line..

Thanks for the bit i missed off the end :)

BeetleFart
11-26-2007, 15:17
I am trying to find signatures in TF2, and
looking at a linux objdump of the server so file
it shows some of the functions exist
like _Z18CreateEntityByNamePKci for createentitybyname
but the windows signature is not longer valid.
Is there anyway to use the objdump file from linux to get a windows signature?

BeetleFart
11-26-2007, 23:40
Playing around I was able to create a signature for
create entity by name

"\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\ x24\x0c\x74\x27\x8B\x0D\xe0\x51\x45\x10\x8B\x 01\x8B\x50\x54\x56\xFF\xD2\x85\xC0\xA3\x34\x9 8\x43\x10\x75\x10\x56\x57"
"xxxxxxxxxxxxx??x?????xxxxxxxxxx???????xx"
length 40)
_Z18CreateEntityByNamePKci

raydan
11-27-2007, 23:10
can find out dods switchteam signature?