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[CSGO] Looking for a lot of gamedata or a method to get it


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blacklagoon
Senior Member
Join Date: Jun 2012
Old 07-24-2017 , 07:45   [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #1

Hi ! Since everything was stripped i feel like a new born with my IDA trying to get some linux gamedata (i only need the linux one).
I believe the sigs are outdated too but i can't get a grasp of how to get them along with the vtable offsets index without the symbols
I've searched and tried Class Informer though i don't quite get anything at all and it works only for windows dll i've taken what i can for my offsets in sourcemod gamedata folder though i miss these offsets and sigs :
Code:
"Games"
{
	"#default"
	{
		"Offsets"
		{
			"GetServerClass" //  to find
			{
				"windows"       "9"
				"linux"         "10"
			}
			"MoveDone" // to find
			{
				"windows"       "46"
				"linux"         "47"
			}
			"UpdateOnRemove" // to find
			{
				"windows"       "105"
				"linux"         "106"
			}
			"GetClientEyeAngles" // to find
			{
				"windows"       "131"
				"linux"         "132"
			}
			"FVisible" // to find
			{
				"windows"       "142"
				"linux"         "142"
			}
			"GetSoundEmissionOrigin" // to find
			{
				"windows"       "150"
				"linux"         "151"
			}
			"VPhysicsTakeDamage" // to find
			{
				"windows"       "158"
				"linux"         "159"
			}
			"VPhysicsGetObjectList" // to find
			{
				"windows"       "164"
				"linux"         "165"
			}
			"StudioFrameAdvance" // to find
			{
				"windows"       "282"
				"linux"         "283"
			}
			"Jump" // to find
			{
				"windows"       "329"
				"linux"         "330"
			}
			"IsReadyToSpawn" // to find
			{
				"windows"       "432"
				"linux"         "433"
			}
			"CanSpeakVoiceCommand" // to find
			{
				"windows"       "458"
				"linux"         "459"
			}
			"ShouldGib" // to find
			{
				"windows"       "0"
				"linux"         "0"
			}
			"GetRadius"// to find
			{
				"windows"       "227"
				"linux"         "228"
			}
			
			"DeflectPlayer" // to find
			{
				"windows"       "402"
				"linux"         "409"
			}
			"TakeHealth" // to find
			{
				"windows"       "64"
				"linux"         "65"
			}
			"SetModel" // to find
			{
				"windows"       "24"
				"linux"         "25"
			}
			"DispatchKeyValue" // to find
			{
				"windows"	"31"
				"linux"	"30"
			}
			"DispatchKeyValueVector" // to find
			{
				"windows"	"29"
				"linux"	"32"
			}
			"DispatchKeyValueFloat" // to find
			{
				"windows"	"30"
				"linux"	"31"
			}
			"ObjectCaps" // to find
			{
				"windows"       "35"
				"linux"         "36"
			}
			"Respawn" // to find
			{
				"windows"       "115"
				"linux"         "116"
			}
			"Precache" // to find
			{
				"windows"       "23"
				"linux"         "24"
			}
			"VPhysicsDestroyObject" // to find
			{
				"windows"       "156"
				"linux"         "157"
			}
			"VPhysicsCollision" // to find
			{
				"windows"       "159"
				"linux"         "160"
			}
			"PickupObject" // to find
			{
				"windows"       "408"
				"linux"         "409"
			}
			"IsPlayer" // to find
			{
				"windows"       "80"
				"linux"         "81"
			}
		}
	}
	"#default"
	{
		"Signatures"
		{
			"EntityFactory"
			{
				"library"       "server"
				"windows"       "\xA1\x2A\x2A\x2A\x2A\xA8\x01\x75\x2A\x83\xC8\x01\xB9\x2A\x2A\x2A\x2A\xA3\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x68\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x83\xC4\x04\xB8\x2A\x2A\x2A\x2A\xC3"
				"linux"         "@_Z24EntityFactoryDictionaryv" // i believe this one is correct?
			}
			"FireOutput"
			{
				"library"       "server"
				"windows"       "\x55\x8B\xEC\x81\xEC\x2A\x2A\x2A\x2A\x53\x8B\xC1"
				"linux"		"@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
				"mac"		"@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"
			}
			"PhysIsInCallback"
			{
				"library"       "server"
				"windows"       "\x8B\x0D\x2A\x2A\x2A\x2A\x85\xC9\x74\x2A\x8B\x01\x8B\x80\x8C\x00\x00\x00\xFF\xD0\x84\xC0\x75\x2A\x83\x3D\x2A\x2A\x2A\x2A\x00\x7E\x2A\xB0\x01"
				"linux"         "@_Z16PhysIsInCallbackv"
			}
			"HandleCommand_JoinClass"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x83\xEC\x20\x53\x8B\xD9\x8B\x0D\x2A\x2A\x2A\x2A\x56\x33\xF6"
				"linux"                 "@_ZN9CCSPlayer23HandleCommand_JoinClassEi"
			}
			"Dissolve"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x80\x7D\x10\x00\x56\x57\x8B\xF1\x74\x14"
				"linux"                 "@_ZN14CBaseAnimating8DissolveEPKcfbi"
			}
			"InputCommand"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x56\x8B\x75\x08\x83\x7E\x18\x02\x75\x09"
				"linux"                 "@_ZN19CPointServerCommand12InputCommandER11inputdata_t"
			}
			//=================================================================================
			"VPhysicsInitNormal"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x53\x8B\xD9\x83\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\xF6\x2A\x2A\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x8B\x03\x56\xFF\x2A\x2A\x2A\x2A\x2A\xFF\x2A\x2A\x8D\x2A\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\xFF"
				"linux"                 "@_ZN11CBaseEntity18VPhysicsInitNormalE11SolidType_tibP7solid_t"
			}
			"PrecacheScriptSound" //CBaseEntity::PrecacheScriptSound(char *haystack)
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\xFF\x2A\x2A\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x5D\xC3\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\x55\x8B\xEC\x53\x8B\xD9\x8B"
				"linux"                 "@_ZN11CBaseEntity19PrecacheScriptSoundEPKc"
			}
			"SetSolidFlags"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x51\x8B\x2A\x2A\x53\x56\x57\x8B\xF9\x0F\xB7\xC0\x0F\x2A\x2A\x2A\x8D\x2A\x2A\x89\x2A\x2A\x8D\x2A\x2A\x66\x8B\x06\x66\x3B\x01\x74"
				"linux"                 "@_ZN18CCollisionProperty13SetSolidFlagsEi"
			}
			"SetSolid"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x83\xEC\x2A\x53\x56\x8B\xF1\x8A\x4E\x2A\x0F\xB6\xC1\x8D\x5E\x2A\x3B\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x84\xC9\x74\x0A\xF6"
				"linux"                 "@_ZN18CCollisionProperty8SetSolidE11SolidType_t"
			}
			"UTIL_DropToFloor"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x83\xEC\x2A\x53\x56\x8B\x2A\x2A\x8B\x2A\x57\x6A\x00\xE8\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x2A\x2A\x2A\xC1\xE8\x0B\xA8\x01\x74\x2A\x8B"
				"linux"                 "@_Z16UTIL_DropToFloorP11CBaseEntityj"
			}
			"UTIL_SetOrigin"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\xFF\x2A\x2A\x8B\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x80\x2A\x2A\x2A\x74\x2A\x8B\x2A\x2A\x6A\x00\xE8\x2A\x2A\x2A\x2A\x5D\xC3"
				"linux"                 "@_Z14UTIL_SetOriginP11CBaseEntityRK6Vectorb"
			}
			"UTIL_Remove"
			{
				"library"               "server"
				"windows"               "\x55\x8B\xEC\x8B\x2A\x2A\x85\xC0\x74\x2A\x83\xC0\x2A\x89\x2A\x2A\x5D\xE9"
				"linux"                 "@_Z11UTIL_RemoveP11CBaseEntity"
			}
			"DispatchUpdateTransmitState"
			{
				"library"               "server"
				"linux"                 "@_ZN11CBaseEntity19UpdateTransmitStateEv"//"@_ZN11CBaseEntity27DispatchUpdateTransmitStateEv"
				"windows"               "\x80\x2A\x2A\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x74\x0A\x85\xC0\x74\x03\x8B\x00\xC3\x33\xC0\xC3\xFF\x2A\x2A\x2A\x2A\x2A\x8B\x01\xFF\x2A\x2A\xFF\x2A\x2A\x2A\x2A\x2A\xC3"				
			}
			"SetAbsOrigin"
			{
				"library"               "server"
				"linux"                 "@_ZN11CBaseEntity12SetAbsOriginERK6Vector"
				"windows"               "\x55\x8B\xEC\x83\xEC\x2A\x56\x57\x8B\xF1\xE8\x2A\x2A\x2A\x2A\x8B\x2A\x2A\xF3\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x7A\x2A\xF3\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x7A\x2A\xF3\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x0F"
			}			
			"SetAbsAngles"
			{
				"library"               "server"
				"linux"                 "@_ZN11CBaseEntity12SetAbsAnglesERK6QAngle"
				"windows"               "\x55\x8B\x2A\x83\x2A\x2A\x53\x56\x8B\x2A\xE8\x2A\x2A\x2A\x2A\x8B\x2A\x2A\xF3\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x7A\x2A\xF3\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x7A\x2A\xF3\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x0F"
			}
			
			"AllocPooledString"
			{
				"library"               "server"
				"linux"                 "@_Z17AllocPooledStringPKc"
				"windows"               "\x55\x8B\x2A\x8B\x2A\x2A\x85\x2A\x74\x2A\x80\x2A\x2A\x74\x2A\x50\xB9\x2A\x2A\x2A\x2A\xE8\x2A\x2A\x2A\x2A\x85\x2A\x74\x2A\x80\x2A\x2A\x75\x2A\x33\x2A\x8B\x2A\x2A\x89\x2A\x8B\x2A\x5D\xC3\x8B\x2A\x2A\xC7\x2A\x2A\x2A\x2A\x2A\x5D\xC3"
			}			
			"SetNextThink"
			{
				"library"               "server"
				"linux"                 "@_ZN11CBaseEntity12SetNextThinkEfPKc"
				"windows"               "\x55\x8B\x2A\xF3\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x53\x56\x57\x8B\x2A\x9F\xF6\x2A\x2A\x7A\x2A\x83\x2A\x2A\xEB\x2A\xA1\x2A\x2A\x2A\x2A\xF3\x2A\x2A\x2A\x2A\xF3\x2A\x2A\x2A\x2A\x2A\x2A\x2A\xF3\x2A\x2A\x2A\x8B\x2A\x2A\x89\x2A\x2A\x85\x2A\x75\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x8D\x2A\x2A\x2A\x2A\x2A\x8D\x2A\x2A\x3B\x2A\x74\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x8D\x2A\x2A\x2A\x2A\x2A\x53\xFF\x2A\x2A\x2A\x2A\x2A\x89"
			}			
			"SimThink_EntityChanged"
			{
				"library"               "server"
				"linux"                 "@_Z22SimThink_EntityChangedP11CBaseEntity"
				"windows"               "\x55\x8B\x2A\x53\x57\x8B\x2A\x2A\x8B\x2A\xF6\x2A\x2A\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x8B\x2A\x8B\x2A\x56\xFF\x2A\x2A\x8B\x2A\x83\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x81\x2A\x2A\x2A\x2A\x2A\x8B\x2A\xC1\x2A\x2A\xA8\x2A\x74\x2A\x8B\x2A\xC1\x2A\x2A\xA8\x2A\x74\x2A\x56\x8B\x2A\xE8\x2A\x2A\x2A\x2A\x5E\x5F\x5B\x5D\xC2"
			}
			"SetAbsVelocity"
			{
				"library"               "server"
				"linux"                 "@_ZN11CBaseEntity14SetAbsVelocityERK6Vector"
				"windows"               "\x55\x8B\x2A\x83\x2A\x2A\x53\x56\x8B\x2A\x2A\x8B\x2A\xF3\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x7A\x2A\xF3\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x7A\x2A\xF3\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x2A\x9F\xF6\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x57\x6A\x2A\xE8"
			}
			"VPhysicsInitStatic"
			{
				"library"               "server"
				"linux"                 "@_ZN11CBaseEntity18VPhysicsInitStaticEv"
				"windows"               "\x57\x8B\x2A\x83\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\xF6\x2A\x2A\x2A\x2A\x2A\x2A\x0F\x2A\x2A\x2A\x2A\x2A\x8B\x2A\x56\xFF\x2A\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x83\x2A\x2A\x74\x2A\xA1\x2A\x2A\x2A\x2A\x8B\x2A\x81\x2A\x2A\x2A\x2A\x2A\xC1\x2A\x2A\x03\x2A\x39\x2A\x2A\x2A\x75\x2A\x83\x2A\x2A\x2A\x2A\x74\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x8D\x2A\x2A\x2A\x2A\x2A\xFF\x2A\x2A\x83\x2A\x2A\x75\x2A\x8B\x2A\xE8"
			}
			"ResetSequenceInfo"
			{
				"library"               "server"
				"linux"                 "@_ZN14CBaseAnimating17ResetSequenceInfoEv"
				"windows"               "\x55\x8B\x2A\x51\x56\x8B\x2A\x83"
			}

			"GetModelPtr"
			{
				"library"               "server"
				"linux"                 "@_ZN14CBaseAnimating11GetModelPtrEv"
				"windows"               "\x56\x8B\x2A\x80\x2A\x2A\x2A\x2A\x2A\x2A\x75\x2A\x83\x2A\x2A\x2A\x2A\x2A\x2A\x75\x2A\xE8\x2A\x2A\x2A\x2A\x85\x2A\x74\x2A\x8B\x2A\xE8\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x85\x2A\x74\x2A\x83\x2A\x2A\x75\x2A\x33\x2A\x5E\xC3"
			}

			"LookupSequence"  // it is CBaseAnimating::LookupSequence !!!!!!!!!!!!!!!!!!!!!!
			{
				"library"               "server"
				"linux"                 "@_ZN14CBaseAnimating14LookupSequenceEPKc"
				"windows"               "\x55\x8B\x2A\x56\x8B\x2A\x80\x2A\x2A\x2A\x2A\x2A\x2A\x75\x2A\x83\x2A\x2A\x2A\x2A\x2A\x2A\x75\x2A\xE8\x2A\x2A\x2A\x2A\x85\x2A\x74\x2A\x8B\x2A\xE8\x2A\x2A\x2A\x2A\x8B\x2A\x2A\x2A\x2A\x2A\x85\x2A\x74\x2A\x83\x2A\x2A\x75\x2A\x33\x2A\xFF\x2A\x2A\x50\xE8\x2A\x2A\x2A\x2A\x83\x2A\x2A\x5E\x5D\xC2"
			}

			"CBaseEntityList::RemoveEntity"  // next subroutine after "CBaseEntityList::AddNonNetworkableEntit"
			{
				"library"               "server"
				"linux"                 "@_ZN15CBaseEntityList14OnRemoveEntityEP13IHandleEntity11CBaseHandle"
				"windows"               "\x55\x8B\xEC\x8B\x2A\x2A\x25\x2A\x2A\x2A\x2A\x50"
			}
			"CBaseEntity::PostConstructor" //this func calls from a func that is before a func with  "ERROR: Rejecting spawn of %s as error i" :)
			{
				"library"	"server"
				"linux"                 "@_ZN11CBaseEntity15PostConstructorEPKc"
				"windows"               "\x55\x8B\xEC\x8B\x2A\x2A\x56\x8B\x2A\x85\x2A\x74\x2A\x50"
			}
		}
	}
}
What would be the good way to retrieve them cleanly using IDA? And if kind people already have some of them, could they provide me some? Thanks for your time

Last edited by blacklagoon; 07-25-2017 at 09:31.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 07-24-2017 , 12:39   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #2

The easiest way would be to grab the binary with symbols and compare the functions with newer binary.

May, I know why you require all these signatures ?
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blacklagoon
Senior Member
Join Date: Jun 2012
Old 07-24-2017 , 13:16   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #3

so if i understood i would have to compare the disassembled function from the old one to the newest to be sure it's this one?
so the @_ZN... way is gone and i would have to do it the windows way for linux too?

Luckily i have an old binary with symbols hanging around but what about offsets table indexes?
how would i dump them now if they changed since the update?

I need it to export a css extension to csgo though it's using CEntity that's why there's a lot of signatures

Last edited by blacklagoon; 07-24-2017 at 13:18.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 07-24-2017 , 14:27   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #4

I haven't really tried virtual offsets on CSGO. Does the old script no longer works ?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 07-24-2017 , 14:32   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #5

Use BinDiff to "port" the symbols to your new IDB. That said, CEntity's gamedata quantity is practically unmaintainble with symbols...
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Last edited by asherkin; 07-24-2017 at 14:33.
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blacklagoon
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Old 07-24-2017 , 14:59   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #6

thanks to both of you, i'll look into BinDiff.
You mean the vtable dumper idc script? It didn't work throwed an invalid character error!
i'll look into extracting the bytes later on with sigcreator from the wiki, just want to debug it for now.

Last edited by blacklagoon; 07-25-2017 at 06:43.
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Old 07-25-2017 , 09:23   Re: [CSGO] Looking for a lot of gamedata or a method to get it
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I guess this is not the end, i'm not used to sigscanning bytes. Thankfully i've found sigmaker and comparing both the old and new binary i believe i've found EntityFactoryDictionnary in the new binary, but i'm still getting errors as i use the new sig i found, what i'm doing wrong?

IDA function i found :
Code:
.text:00433510                               sub_433510      proc near               ; CODE XREF: .text:loc_4335C8p
.text:00433510 55                                            push    ebp
.text:00433511 89 E5                                         mov     ebp, esp
.text:00433513 83 EC 28                                      sub     esp, 28h
.text:00433516 80 3D 38 83 37 01 00                          cmp     ds:byte_1378338, 0
.text:0043351D 74 11                                         jz      short loc_433530
.text:0043351F
.text:0043351F                               locret_43351F:                          ; CODE XREF: sub_433510+2Ej
.text:0043351F C9                                            leave
.text:00433520 B8 40 83 37 01                                mov     eax, offset unk_1378340
.text:00433525 C3                                            retn
.text:00433525                               ; ---------------------------------------------------------------------------
.text:00433526 8D 76 00 8D BC 27 00 00 00 00                 align 10h
.text:00433530
.text:00433530                               loc_433530:                             ; CODE XREF: sub_433510+Dj
.text:00433530 C7 04 24 38 83 37 01                          mov     dword ptr [esp], offset byte_1378338
.text:00433537 E8 98 89 9D 00                                call    sub_E0BED4
.text:0043353C 85 C0                                         test    eax, eax
.text:0043353E 74 DF                                         jz      short locret_43351F
.text:00433540 C7 44 24 0C 00 00 00 00                       mov     dword ptr [esp+0Ch], 0
.text:00433548 C7 44 24 08 00 00 00 00                       mov     dword ptr [esp+8], 0
.text:00433550 C7 44 24 04 01 00 00 00                       mov     dword ptr [esp+4], 1
.text:00433558 C7 04 24 40 83 37 01                          mov     dword ptr [esp], offset unk_1378340
.text:0043355F E8 9C 11 00 00                                call    sub_434700
.text:00433564 C7 04 24 38 83 37 01                          mov     dword ptr [esp], offset byte_1378338
.text:0043356B E8 6C 8A 9D 00                                call    sub_E0BFDC
.text:00433570 C7 44 24 08 40 45 30 01                       mov     dword ptr [esp+8], offset off_1304540
.text:00433578 C7 44 24 04 40 83 37 01                       mov     dword ptr [esp+4], offset unk_1378340
.text:00433580 C7 04 24 10 4E 43 00                          mov     dword ptr [esp], offset sub_434E10
.text:00433587 E8 2C 62 0C 01                                call    __cxa_atexit
.text:0043358C B8 40 83 37 01                                mov     eax, offset unk_1378340
.text:00433591 C9                                            leave
.text:00433592 C3                                            retn
.text:00433592                               sub_433510      endp
and sig i've got out of it :
Code:
\x55\x89\xE5\x83\xEC\x00\x80\x3D\x00\x00\x00\x00\x00\x74\x00\xC9\xB8\x00\x00\x00\x00\xC3\x8D\x76\x00\xC7\x04\x24\x00\x00\x00\x00
\xE8\x00\x00\x00\x00\x85\xC0\x74\x00\xC7\x44\x24\x00\x00\x00\x00\x00\xC7\x44\x24\x00\x00\x00\x00\x00\xC7\x44\x24
\x00\x00\x00\x00\x00\xC7\x04\x24\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xC7\x04\x24\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xC7\x44\x24
\x00\x00\x00\x00\x00\xC7\x44\x24\x00\x00\x00\x00\x00\xC7\x04\x24\x00\x00\x00\x00\xE8\x00\x00\x00\x00\xB8\x00\x00\x00\x00\xC9\xC3

Last edited by blacklagoon; 07-25-2017 at 09:31.
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asherkin
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Old 07-25-2017 , 09:35   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #8

I have no idea what sigmaker is, but it is not outputting something in the format SM expects - it appears to be using \x00 for the masked bytes rather than \x2A. I suggest using the makesig.idc IDA script from the SM repo.
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Kinsi
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Old 07-25-2017 , 09:41   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #9

I still dont understand why they decided to strip symbols.. It clearly doesnt hurt anyone but modders.

Last edited by Kinsi; 07-25-2017 at 09:44.
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blacklagoon
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Join Date: Jun 2012
Old 07-25-2017 , 11:09   Re: [CSGO] Looking for a lot of gamedata or a method to get it
Reply With Quote #10

Quote:
Originally Posted by asherkin View Post
I have no idea what sigmaker is, but it is not outputting something in the format SM expects - it appears to be using \x00 for the masked bytes rather than \x2A. I suggest using the makesig.idc IDA script from the SM repo.
Can't believe i missed that, thanks you're awesome. The new sig now makes the server crash i believe this is still a sig issue (because it might be the wrong function) since it's segfaulting when InstallFactory is called and accelerator throws me this
https://crash.limetech.org/ag4f6tf5jnqw am i wrong?
If it is, guess it's solved, and i'm back to comparing both binaries!

(i've been debugging the entire thing to point out when the segfault happens and it happens when that function is called)
Code:
EntityFactoryDictionary_CE()->InstallFactory((IEntityFactory_CE *)this, pClassName );
Yes, i miss my symbols so much, idk why valve wants to complicate things for us...

Last edited by blacklagoon; 07-25-2017 at 13:15.
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