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-   -   TF2_RemovePlayerDisguise removed? (https://forums.alliedmods.net/showthread.php?t=95896)

retsam 06-28-2009 13:37

TF2_RemovePlayerDisguise removed?
 
Hey...


Im getting some weird error ever since the last tf2 updates. Did valve remove TF2_RemovePlayerDisguise or something? Im getting a "fail to locate function" error msg on a plugin that removes spies disguise now..... Are offsets changed and needing a SM update or what?

Anyone know?

pheadxdll 06-28-2009 21:25

Re: TF2_RemovePlayerDisguise removed?
 
TF2_RemovePlayerDisguise works for me with SM 1.3. Those natives work off of signatures, so they should not break with the updates.

I've never seen that error message. Was the plugin compiled with an older version of sourcemod?

retsam 06-28-2009 21:49

Re: TF2_RemovePlayerDisguise removed?
 
Well no. I recompile and edit my plugin all the time. This msg is fairly new tho. Its only started happening since the last couple small updates. On our real server, yes I use a slightly newer sm version but, its still 1.2.1.

Not really sure whats going on if it works fine in 1.3.

Its weird. I can look at the ftp of both servers right now and look at the error logs and tell you the exact date when they started happening, and I havnt really changed anything since then.

Yes 6/23/09 is when it starts showing up in the error logs and that is the day valve released that big update for tf2/portal/hl1/2 with all those spy updates. It looks like its something changed in that. Perhaps, whatever it was is fixed in 1.3. boooo. :(

octo-dhd 06-28-2009 22:45

Re: TF2_RemovePlayerDisguise removed?
 
I'm not familiar with how people usually decide which portions of the string to * out to work for more than one version, but the signature

Code:

\x51\x56\x8B\xF1\x8B\x8E\x0C\x01\x00\x00\x57\x8B\xBE\x94\x00\x00
works for this version. If someone who does know is reading this, the function is @ address: 1029E440 in server.dll

bl4nk 06-28-2009 22:58

Re: TF2_RemovePlayerDisguise removed?
 
You * out portions where the signature can change. It's a bit hard to describe, but that's mostly when it's a function being called (ie call sub_100ADA80). You would add the first opcode byte and star out the rest on that line.

The signature you posted is fine because it's not too long to reach that call where you would have to * out some byes.

octo-dhd 06-28-2009 23:41

Re: TF2_RemovePlayerDisguise removed?
 
So its not necessary to * out offsets? I actually went back in (after talking to Fyren) and *'d out the offsets but extended the signature so it'd hit more 'meat' in the code hopefully insuring it was unique.

Code:

\x51\x56\x8B\xF1\x8B\x8E\x2A\x2A\x2A\x2A\x57\x8B\xBE\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x3B\xF8\x74\x2A\x8B\x46\x2A\x8D\x4E\x2A\xC1\xE8\x06\xA8\x01
I saw a tool to double check the signatures here: https://forums.alliedmods.net/archiv...p/t-62678.html but I wasn't sure if that was the current way to check or not. I read as many of the how to do signature post/blog/wiki articles I could find but still have some questions :)

Theme97 06-29-2009 08:26

Re: TF2_RemovePlayerDisguise removed?
 
TF2_RemovePlayerDisguise was working for me today on 1.2.1. However, there were still some issues with it so I'd advise to set the disguise to a friendly Spy instead.


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