Signature Request Thread
I've become quite adept at sigscanning. If anyone needs a signature for CS:S, you can request it here :P, and I will try to find it for you. I can also do TF2 but I will need to get the updated .dll and .so file.
Fire away :) |
Re: Signature Request Thread
can you sacn css zombie mod 2.0 signature?
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1. trun someone to zombie 2. check player is zombie or not. 3. change player move speed |
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I will try to get you signatures for zombiemod, but something tells me that the signatures aren't going to work. |
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Well I'm slowly writing things for tf2, learning as I go, I'd like to know how to get the player_death and teleport functions as a start. I'm sure I can do this too, if you have the time maybe you could explain how to write a sigscan function after you have the address, mask, etc., that's what I'm confused about.
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Teleport is actually a virtual function which you can use the vtable for but the offsets are liable to change very quickly. So yes, I will grab you a signature for that :D Quote:
If you are using C++, you do not need a mask. Use BAILOPAN's signature scanner from CSS: DM (search for it :D). |
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Please let me know as soon as you finish, in the mean time I'll play around with BAILOPAN's sigscanner and find out how to use the event manager.
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Well, since you are offering...
I need a new sig for CCSPlayer::SwitchTeam Any chance you could help? TIA robot |
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The Signature: Code:
\x2A\x2A\x2A\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x85\xC0\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A Calling Convention: __thiscall Prototype: Code:
CCSPlayer::SwitchTeam(int iTeamIndex) |
Re: Signature Request Thread
Thanks for the fast response there! Unfortunately, for whatever reason - that sig is not working for me.
The plugin certainly finds it, but after loading, the server dies and goes into loop (although I probably need to debug a bit more to confirm exactly what is happening). I will try to debug it further on my end - but was wondering if you have confirmed that this is indeed the correct function and it is callable...? Basically to explain a bit more, the last Valve update killed my plugin. The sig I was using was: Code:
\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\xDF\x4D\xF9 robot |
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Yes. I test every single signature I create. That signature worked for me when I used it (which was right before submitting my post), so I'm sure it's the way you are using the signature. Remember that this signature is a __thiscall, which means you need to pass in a this-pointer as the first parameter in the function. Then, inside the function, you need to do the following with the __asm keyword if you are using windows (if you are using c++): Code:
__asm { Essentially, take a look at the declaration of the function. In this case, it has one parameter, int iTeamIndex. It's also a __thiscall which means that you need a pointer to an instance of CCSPlayer. If you take a look at the class heirarchy, CCSPlayer is also an instance of CBaseEntity. So from an edict_t* you do ->GetUnknown()->GetBaseEntity(); Use that as your this-pointer. Now, create a typedef for the function, inside your code. The syntax works like this: Code:
typedef <return-type> (<callingconvention> *<SomeName>) (<param1 type>, <param2 type>, ..etc..) So with CCSPlayer::SwitchTeam: Code:
typedef void (*SwitchTeam)(CBaseEntity*, int); Code:
private: Finally, I have a global instance of the signature scanner (I use BAILOPAN's). I have a function called Initialize() in my manager class, which I call when metamod loads. I then do the following for each "function type members" that I showed you above: Code:
m_SwitchTeam = (SwitchTeam)g_SigMngr.ResolveSig(laddr, Signature, Signature_Length); Code:
void S_SwitchTeam(CBaseEntity* thisptr, int iTeamIndex) http://wiki.alliedmods.net/CCSPlayer I hope this helped! :D |
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CTFPlayer::TeamFortress_SetSpeed(void)
:) see you in #sigs on IRC |
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Prototype: Code:
void CTFPlayer::TeamFortress_SetSpeed(void) Signature: Code:
\x51\x56\x8B\xF1\x2A\x2A\x2A\x2A\x2A\x2A\xC1\xE8\x03\xA8\x01\x57\x2A\x2A\x2A\x2A\x2A\x2A\x74\x3E\x8B\x16\x2A\x2A\x2A\x2A\x2A\x2A The above is untested so don't blame me if something goes wrong :D. I need LDuke to report back. |
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i found this, then use detours. but how to set the speed next?
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\x51\x56\x8B\xF1\x2A\x2A\x2A\x2A\x2A\x2A\x85\xC9\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\x2A\xC1\xE8\x03\xA8\x01\x57\x2A\x2A\x2A\x2A\x2A\x2A\x74\x40\x8B\x16\x2A\x2A\x2A\x2A\x2A\x2A |
Re: Signature Request Thread
Could anyone find me the sig for this:
CBaseEntityList * g_pEntityList (TF2) Thanks :) |
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The entitylist is an offset, not a pointer, and you can find it in sdktools extention or lduke's extention.
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Re: Signature Request Thread
I know youve been busy lately, but heres one if you get time :)
CTFPlayer::CanAttack(void) |
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What did you want to do? Secondly, I don't think you can search for signatures in other binaries outside of server.dll / server_i486.so because you need to have a pointer that's stored internally in those (to get the membase of the DLL). Try using a CS function for what you want. Ninja Edit: I'm searching for your signature Crimson :D EDIT2: I think I found it, but you'll need to test it (I wasn't able to, so no guarantees lol): Code:
\xA1\x2A\x2A\x2A\x2A\xD9\x2A\x2A\x56\x8B\xF1\xD8\x2A\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x2A\x2A\x2A\xDF\xE0\xF6\xC4\x05 |
Re: Signature Request Thread
Just to throw it out there, even though I cant get it to work (it just doesnt seem to be called) heres the sig for CBaseCombatWeapon::UsesPrimaryAmmo()
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\x83\xB9\x54\x12\x00\x00\x00\x0F\x9D\xC0\xC3 |
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Hi.
I'm searching the sig and the mask for CBasePlayer::FireBullets currently. Thanks, - Chris |
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@CrimsonGT: I couldn't find that sig lol, it's one of those ones that are "unsiggable" unless you tried patchdiff'ing between hl2dm and tf2 :/ |
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Hi.
For Counterstrike: Source. Thanks, - Chris |
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Can't you just hook that function?
Virtual offset 101... http://wiki.alliedmods.net/CBasePlayer_Offset_List_(Counter-Strike:_Source) |
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How I should do this? I can't lay a hook about all player instances, that not possible. For that, I need the sig and mask, do I!?
~ Chris |
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You can hook when a player connects, then unhook when they leave. I do this for FireBullets, TraceAttack...
Works fine. |
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Nice!
Very cool idea, and yep, it works. Thank you so much :) Thanks, - Chris |
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Anyone have any ideas on how I could go about finding CTFGameStats::IncrementStat(CTFPlayer *, TFStatType_t, int) ???
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v11 = 684 * (*(int (__stdcall **)(_DWORD))(*(_DWORD *)dword_1047E1B8 + 72))(*(_DWORD *)(v3 + 24)); What you can probably do is use this: Code:
\x2A\x2A\x2A\x2A\x2A\x83\xB8\x18\x03\x00\x00\x04\x53\x2A\x2A\x2A\x2A\x56\x57\x8B\xF1\xBF\x01\x00\x00\x00\x75\x39 Code:
void* pfnIncStats = NULL; Let me know if it works for you. |
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This really nice what you doing for everyone, very helpful :)
Can you maybe find CBasePlayer:: DisableButtons(int) if you have time? It not emergency, and not bad if not. |
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It is for TF2
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It's fallen under the unsiggable category, unless you want to hardcode some offsets and rip the address out (which I'm waiting for LDuke to get back to me about). |
Re: Signature Request Thread
Me and bl4nk both gave a try at finding the proper sig for CTFPlayer::OnTakeDamage_Alive and neither one worked. Been at it for 2 days, so if you have time to give it a shot it would be appreciated <3
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Scratch this, I think im good now. The end of the sig hunt will be a marvelous day indeed!
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can find "GetNumHumanPlayers" in L4d engine.dll?
i try many times, but fail... |
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\x53\x56\x57\x8B\xF9\x33\xDB\x33\xF6\x39\x9F\x1C\x01\x00\x00\x7E\x29\x8B\x87 |
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Could anyone find a sig to disable first blood in TF2 Arena mode?
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