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Wallhack Module


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CenT
Senior Member
Join Date: Aug 2009
Location: FRANCE
Old 06-14-2011 , 17:36   Re: Wallhack Module
Reply With Quote #11

in terms of bugs related to the teleportation of players, players that appear invisible at a fraction of seconds, when have died, you see the bug as if the player teleports ...
a solution to fix this?

For the moment I turn off the wallhack module because the players are complaining.
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BartholomewPSkibbenheims
Member
Join Date: Aug 2010
Old 06-15-2011 , 12:06   Re: Wallhack Module
Reply With Quote #12

I don't think there is much you can do at the moment to stop this glitch from occuring. I don't leave the anti-wallhack module running, but I still use it. I have a keybind where I can rcon is and enable it and disable it. If someone is looking fishy I spec them a bit and then enable it and see how they behave. Doing this can be quite revealing. I have seen instances where you can tell the person is confused as to why their walls aren't working correctly anymore. They are doing amazing then all of a sudden terrible and then begin sitting in spawn looking around at walls and then going idle then looking around more. Then sometimes they leave for a minute or two and then come back only to do the same thing looking aorund in spawn and idling trying to figure out why their walls aren't working. Eventually they give up and leave and then I turn the module back off.
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CenT
Senior Member
Join Date: Aug 2009
Location: FRANCE
Old 06-15-2011 , 12:13   Re: Wallhack Module
Reply With Quote #13

ah it's a very good initiative, I did not think make this kind of thing ^^
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psychonic

BAFFLED
Join Date: May 2008
Old 06-16-2011 , 08:42   Re: Wallhack Module
Reply With Quote #14

Quote:
Originally Posted by psychonic View Post
I'd be very interested in seeing what index it was giving as well as the classname of the entity at that index if it is valid.

I will add some debug code in a bit to log if it's out of the expected range. Also will add a check so that it will not err in the meantime.
I finally got around to making a debug build that should help solve the issue.

If you could please try this build and then post the SMAC debug log (it will be in the same place as the regular SMAC log), it should help toward solving the issue.

Source:
http://hg.nicholashastings.com/smac/...c31e3f82a38aa/
Compiled at this specific revision (though newer will work) with the #define DEBUG line uncommented.

Feel free to self-compile if you prefer, but make sure to uncomment the debug line in smac.sp
Attached Files
File Type: smx smac.smx (54.1 KB, 278 views)
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CenT
Senior Member
Join Date: Aug 2009
Location: FRANCE
Old 06-16-2011 , 12:33   Re: Wallhack Module
Reply With Quote #15

ok thank you, I will keep you informed
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CenT
Senior Member
Join Date: Aug 2009
Location: FRANCE
Old 06-16-2011 , 13:03   Re: Wallhack Module
Reply With Quote #16

Good news:
Error log :
Quote:
L 06/16/2011 - 18:50:35: Info (map "de_dust2") (file "errors_20110616.log")
L 06/16/2011 - 18:50:35: [SM] Plugin encountered error 15: Array index is out of bounds
L 06/16/2011 - 18:50:35: [SM] Displaying call stack trace for plugin "smac.smx":
L 06/16/2011 - 18:50:35: [SM] [0] Line 267, smac/wallhack.sp::Wallhack_Drop()
L 06/16/2011 - 18:50:35: [SM] Plugin encountered error 15: Array index is out of bounds
L 06/16/2011 - 18:50:35: [SM] Displaying call stack trace for plugin "smac.smx":
L 06/16/2011 - 18:50:35: [SM] [0] Line 267, smac/wallhack.sp::Wallhack_Drop()
L 06/16/2011 - 18:50:35: [SM] Plugin encountered error 15: Array index is out of bounds
L 06/16/2011 - 18:50:35: [SM] Displaying call stack trace for plugin "smac.smx":
L 06/16/2011 - 18:50:35: [SM] [0] Line 267, smac/wallhack.sp::Wallhack_Drop()
Debug Log :

Quote:
L 06/16/2011 - 18:50:30: Wallhack Drop: weapon id out of edict (array) range but is valid ent (405 "weapon_hegrenade")
L 06/16/2011 - 18:50:31: Wallhack Drop: weapon id out of edict (array) range but is valid ent (253 "weapon_m4a1")
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of edict (array) range but is valid ent (207 "weapon_ak47")
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of entity range (33562623)
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of edict (array) range but is valid ent (268 "weapon_ak47")
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of edict (array) range but is valid ent (430 "weapon_flashbang")
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of entity range (33562623)
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of edict (array) range but is valid ent (419 "weapon_ak47")
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of entity range (33562623)
L 06/16/2011 - 18:50:35: Wallhack Drop: weapon id out of edict (array) range but is valid ent (598 "weapon_ak47")
L 06/16/2011 - 18:50:39: Wallhack Equip: weapon id out of edict (array) range but is valid ent (104 "weapon_knife")
L 06/16/2011 - 18:50:39: Wallhack Equip: weapon id out of edict (array) range but is valid ent (105 "weapon_glock")
I joined as an attachment
Attached Files
File Type: zip SMAC_Debug_20110616.zip (19.6 KB, 227 views)
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psychonic

BAFFLED
Join Date: May 2008
Old 06-16-2011 , 14:26   Re: Wallhack Module
Reply With Quote #17

Quote:
Originally Posted by CenT View Post
Good news:
Error log :
Debug Log :

I joined as an attachment
I had a slight bug in the debug logging that it causing some of those to show (where it says it's out of edict range but it valid ent).

The three drops where the alleged ent index is 33562623 are of concern. Seems like it may be an actual bug in sdkhooks. Definitely some weirdness going on somewhere.

I'll investigate further and get back to you.
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psychonic

BAFFLED
Join Date: May 2008
Old 06-17-2011 , 12:31   Re: Wallhack Module
Reply With Quote #18

I think I found the bug in SDK Hooks.

If the second ent is -1 in many of the callbacks that are (ent, otherent), no value is sent for the second parameter, leaving garbage data.

Weapon_Drop was likely called with a NULL weapon (which happens if the game calls Weapon_Drop when they aren't carrying a weapon). This seems like it can happen normally and is just ignored (at least in CBaseCombatCharacter::Weapon_Drop).

I will release a fix for SDK Hooks. Additionally, SMAC will need a check to make sure that the ent is not -1.
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psychonic

BAFFLED
Join Date: May 2008
Old 06-17-2011 , 13:40   Re: Wallhack Module
Reply With Quote #19

Quote:
Originally Posted by psychonic View Post
I think I found the bug in SDK Hooks.

If the second ent is -1 in many of the callbacks that are (ent, otherent), no value is sent for the second parameter, leaving garbage data.

Weapon_Drop was likely called with a NULL weapon (which happens if the game calls Weapon_Drop when they aren't carrying a weapon). This seems like it can happen normally and is just ignored (at least in CBaseCombatCharacter::Weapon_Drop).

I will release a fix for SDK Hooks. Additionally, SMAC will need a check to make sure that the ent is not -1.
https://forums.alliedmods.net/showth...75#post1490175
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 06-17-2011 , 13:52   Re: Wallhack Module
Reply With Quote #20

Quote:
Originally Posted by CenT View Post
in terms of bugs related to the teleportation of players, players that appear invisible at a fraction of seconds, when have died, you see the bug as if the player teleports ...
I'll take a look at it and see if I notice any logic problems with the module.

Quote:
Originally Posted by BartholomewPSkibbenheims View Post
I have a keybind where I can rcon is and enable it and disable it. If someone is looking fishy I spec them a bit and then enable it and see how they behave.
That's a great idea! You could even use sm_cvar if you didn't want to use rcon every time.
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