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TF2_RemovePlayerDisguise removed?


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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 06-28-2009 , 13:37   TF2_RemovePlayerDisguise removed?
Reply With Quote #1

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?
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 06-28-2009 , 21:25   Re: TF2_RemovePlayerDisguise removed?
Reply With Quote #2

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?
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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 06-28-2009 , 21:49   Re: TF2_RemovePlayerDisguise removed?
Reply With Quote #3

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.

Last edited by retsam; 06-28-2009 at 22:03.
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octo-dhd
Member
Join Date: Jan 2008
Location: Southern California
Old 06-28-2009 , 22:45   Re: TF2_RemovePlayerDisguise removed?
Reply With Quote #4

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
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Last edited by octo-dhd; 06-28-2009 at 22:49.
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 06-28-2009 , 22:58   Re: TF2_RemovePlayerDisguise removed?
Reply With Quote #5

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.
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octo-dhd
Member
Join Date: Jan 2008
Location: Southern California
Old 06-28-2009 , 23:41   Re: TF2_RemovePlayerDisguise removed?
Reply With Quote #6

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
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Theme97
Senior Member
Join Date: Mar 2009
Old 06-29-2009 , 08:26   Re: TF2_RemovePlayerDisguise removed?
Reply With Quote #7

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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