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-   -   [USEFUL SIGNATURES] (https://forums.alliedmods.net/showthread.php?t=55565)

Olly 05-24-2007 19:59

[USEFUL SIGNATURES]
 
I Decided to add some useful signatures so that you can use PimpinJuice's SignatureScan Ext 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
  • DispatchSpawn
CBaseEntity::Spawn
  • Signature:
    Code:

    \x83\xec\x2c\x53\x55\x56\x57\x68\x2c\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\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\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\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8
  • Mask:
    Code:

    xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx
  • 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:
    Code:

    \x8b\x44\x24\x08\x83\xec\x14\xa8\x01\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\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f
  • Mask:
    Code:

    xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????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:
    Code:

    \x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\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\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E
  • Mask:
    Code:

    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:
    Code:

    \x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\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\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\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\x00\x08\x8B\xCE
  • Mask:
    Code:

    xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??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:
    Code:

    \x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\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\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\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:
    Code:

    xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx
  • 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:
    Code:

    \x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00
  • Mask:
    Code:

    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:
    Code:

    \x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01
  • Mask:
    Code:

    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:
    Code:

    \x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf
  • Mask:
    Code:

    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:
    Code:

    \x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\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:
    Code:

    xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????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:
    Code:

    \x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9
  • Mask:
    Code:

    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:
    Code:

    \x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0
  • Mask:
    Code:

    xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx
  • 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:
    Code:

    \x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89
  • Mask:
    Code:

    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
  • 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:
    Code:

    \x8b\x44\x24\x04\x85\xc0\x74\x0e\x05\x48\x01\x00\x00\x89\x44\x24\x04\xe9\x7a\xff\xff\xff\xc3
  • Mask:
    Code:

    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.**************/img151/3...ust0007dg7.jpg
UTIL_BloodStream
  • Signature:
    Code:

    \x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\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:
    Code:

    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:
    Code:

    \x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c
  • Mask:
    Code:

    xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
  • 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:
    Code:

    \x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c
  • Mask:
    Code:

    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.**************/img514/2...ust0012or9.jpg

DispatchSpawn
  • Signature:
    Code:

    \x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28
  • Mask:
    Code:

    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

Code:

// Yay

API 05-25-2007 00:37

Re: [USEFUL SIGNATURES]
 
<3 Olly... <3

c0ldfyr3 05-25-2007 06:07

Re: [USEFUL SIGNATURES]
 
These for the beta? I know FOV changed in the beta anyway.

Olly 05-25-2007 08:47

Re: [USEFUL SIGNATURES]
 
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

Re: [USEFUL SIGNATURES]
 
Are these signatures different by mod?

FlyingMongoose 05-26-2007 11:08

Re: [USEFUL SIGNATURES]
 
As long as it doesn't say "CCSPlayer" it should work in any mod.

Olly 05-26-2007 13:48

Re: [USEFUL SIGNATURES]
 
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

Re: [USEFUL SIGNATURES]
 
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

Re: [USEFUL SIGNATURES]
 
Here comes goremod for SourceMod >.<

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

L. Duke 05-27-2007 11:56

Re: [USEFUL SIGNATURES]
 
No, you need to find the ragdoll and then do UTIL_Remove or AddEvent(pRagDoll, "kill", 0.0f ...


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