Raised This Month: $12 Target: $400
 3% 

Hooking BaseEntity Functions in CSGO


  
 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
spidershift
Member
Join Date: Oct 2014
Old 10-28-2014 , 13:31   Re: Hooking BaseEntity Functions in CSGO
Reply With Quote #11

donrevan, thank you for taking the time to write up that assembly. I just gave it a try and it unfortunately crashed once I fired that first bullet. I really wish I could offer some help but I don't really know assembly. Once psychonic told me about LTCG in the signatures thread, I knew things would quickly start to get over my head. I understand that some arguments are being passed through registers, which therefore changes the arguments themselves, but doubt I could construct any of those move instructions as you did.

I'll see if I can make any progress for the time being by hooking CBaseEntity::FireBullets(...) since that's what SDKHooks does. I doubt it's going to work out as intended because CCSPlayer::FireBullet(...) and FX_FireBullets(...) have a lot of their own custom functionality, but I guess there's no harm in trying.

Finally, do you think perhaps any of these issues we're running into are because of CSWeaponID and WeaponSound_t? I had to manually copy their definitions into my headers because I could not find public definitions anywhere, but they are just enums, so shouldn't they technically be no different than (and could even be replaced by) an int instead? Or could they be the arguments contributing to these crashes?
spidershift is offline
 



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 16:02.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode