I Decided to add some useful signatures so that you can use
PimpinJuice's SignatureScan Ext Enjoy
I will add more when i get them
(Note: All of the following signatures I got from the beta server.dll, So if they dont work at the moment, wait till the new engine, and they should work)
Curently in my list of toys:
- CBaseEntity::Spawn
- CBasePlayer:: DamageEffect
- CCSPlayer::SwitchTeam
- CBaseAnimating::Ignite
- CBaseEntity::Teleport
- CBasePlayer::SetFOV
- CBaseEntity::SetModel
- CBaseEntity::SetModelIndex
- CGib::SpawnRandomGibs
- SetMinMaxSize
- UTIL_BloodDrips
- UTIL_Tracer
- UTIL_Remove
- UTIL_BloodStream
- UTIL_BloodSpray
- CreateEntityByName
- DispatchSpawn
CBaseEntity::Spawn
- Signature:
Code:
\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8
- Mask:
Code:
xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx
- Length: 107
- Linux function: _ZN11CBaseEntity5SpawnEv
- Description: Makes a player return to their spawn, usefull for after you have changed a players team to set the model properly.
CBasePlayer:: DamageEffect
- Signature:
Code:
\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f
- Mask:
Code:
xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx
- Length: 62
- Linux function: _ZN11CBasePlayer12DamageEffectEfi
- Description: Adds an effect to the screen, could be good for inflicting pain on a player. params. 1: float [not used] 2: int Effect: Choose effect from:
- DMG_CRUSH ((1 << 0)) DMG_DROWN ((1 << 14)) DMG_SLASH ((1 << 2)) DMG_PLASMA ((1<<24)) DMG_SONIC ((1 << 9)) DMG_BULLET ((1 << 1))
- Params:
- Float flDamage
- int fDamageType
- DMG_CRUSH (1 << 0)
- DMG_DROWN (1 << 14)
- DMG_SLASH (1 << 2)
- DMG_PLASMA (1<<24)
- DMG_SONIC (1 << 9)
- MG_BULLET (1 << 1)
CCSPlayer::SwitchTeam
- Signature:
Code:
\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E
- Mask:
Code:
xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??
- Length: 64
- Linux function: _ZN9CCSPlayer10SwitchTeamEi
- Description: Swaps a player to a new team.
- Params:
CBaseAnimating::Ignite (PimpinJuice)
- Signature:
Code:
\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE
- Mask:
Code:
xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx
- Length: 116
- Linux function: _ZN14CBaseAnimating6IgniteEfbfb
- Description: Ignites an entity
- Params:
- Float flFlameLifetime
- The time for the flames to stay
- bool bNPCOnly
- I assume only NPC's get burnt
- float flSize
- bool bCalledByLevelDesigner
- Dont know what this is; i suggest setting to 0 because you are not the level designer
CBaseEntity::Teleport (PimpinJuice)
- Signature:
Code:
\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C
- Mask:
Code:
xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx
- Length: 106
- Linux function: _ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS 2_
- Description: Teleports a player to a new position
- Params:
- Vector newPosition
- QAngle newAngles
- The new angle of the entity
- Vector newVelocity
- Directional vector for velocity
CBasePlayer::SetFOV (VERY COOL)- Signature:
Code:
\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00
- Mask:
Code:
xxxxx????????xxxxxxxxx??????xxxxxxx
- Length: 35
- Linux function: _ZN11CBasePlayer13SetDefaultFOVEi
- Description: Zooms the player's screen into the new FOV
- Params:
- CBaseEntity pRequester
- The entity (client) to change the FOV of
- int FOV
- The new fov to set to (0-360) anything over 180 goes foobar (90 default)
- Float zoomRate
- The rate the zoom will happen in
CBaseEntity::SetModel- Signature:
Code:
\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01
- Mask:
Code:
xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx
- Length: 51
- Linux function: _ZN11CBaseEntity8SetModelEPKc
- Description: Sets the players model by path.
- Notes: If model isnt precached the server WILL crash ;) but just use: native PrecacheModel(const String:model[], bool:preload=false);
- Params:
- char ptr szModelName
- The file location of the model to use
CBaseEntity::SetModelIndex- Signature:
Code:
\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf
- Mask:
Code:
xxxxxxxxxxxxxxxxxxx????????????????????
- Length: 39
- Linux function: _ZN11CBaseEntity13SetModelIndexEi
- Description: Sets the players model by id
- Notes: Sometimes crashes server when a player dies (maybe because the models i used didnt have ragdolls??
- Params:
- int index
- The index of the model to set to
CGib::SpawnRandomGibs
- Signature:
Code:
\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08
- Mask:
Code:
xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx
- Length: 61
- Linux function: _ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib Type_e
- Description: Spawns some head gibs from the player
- Notes: Must use SignatureScanCall_NoIndex to call this one
- Params:
- CBaseEntity pVictim
- The entity for the gibs to drop out of
- int cGibs
- The amount of gibs to spawn
- GibType_e eGibType
- GIB_HUMAN = 0 (Head gib)
- GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE models/gibs/agibs.mdl
SetMinMaxSize- Signature:
Code:
\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9
- Mask:
Code:
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx
- Length: 39
- Linux function: [cant find someone help me out?]
- Description: Sets the size of the collision box around a Physics entity
- Params:
- CBaseEntity pEnt
- The entity ptr of the entity you are working with
- Vector mins
- The minimum size the box will 'squash' to when you run into it
- Vector max
UTIL_BloodDrips- Signature:
Code:
\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0
- Mask:
Code:
xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx
- Length: 46
- Linux function: _Z15UTIL_BloodDripsRK6VectorS1_ii
- Description: Emits a small 'splash' of blood, kinda small but someone will have a use for it
- Params:
- Vector origin
- The starting vector for the blood
- Vector direction
- The directional vector for direction
- int color
- BLOOD_COLOR_RED = 247 (Wont work on German games :S)
- BLOOD_COLOR_YELLOW = 195
- BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
UTIL_Tracer (doesn't work in CSS)
- Signature:
Code:
\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89
- Mask:
Code:
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
- Length: 54
- Linux function: _Z11UTIL_TracerRK6VectorS1_iifbPKc
- Description: Uhh.. dont know i assume its for tracer stuff ^^
- Params
- Vector vecStart
- Vector vecEnd
- int EntIndex
- Entity index using the tracer
- int iAttachment
- Dont know (-1 for no attachement)
- float flVelocity
- Velocity the tracer moves at (m/s?)
- bool bWhiz
- I assume it emmits a sound?
- char ptr pCustomTracerName
- A nice name for your tracer
UTIL_Remove- Signature:
Code:
\x8b\x44\x24\x04\x85\xc0\x74\x0e\x05\x48\x01\x00\x00\x89\x44\x24\x04\xe9\x7a\xff\xff\xff\xc3
- Mask:
Code:
xxxxxx???????xxxx?????x
- Length: 23
- Linux function: _Z11UTIL_RemoveP11CBaseEntity
- Description: Removed the entity
- Notes: Make sure you check if the entity is valid, and some entities crash server when removed. (but i did a loop 1-4096 ;))
- Params:
- In action: Confused bots (no weapons ><): http://img151.**************/img151/3...ust0007dg7.jpg
UTIL_BloodStream- Signature:
Code:
\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00
- Mask:
Code:
xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx
- Length: 61
- Linux function: _Z16UTIL_BloodStreamRK6VectorS1_ii
- Description: Creates a moving stream of blood (like someone threw a bucket of water)
- Notes: Only shows pink/black (missing texture) still fun though.
- Perfect for someone who wanted to make pissmod ¬.¬
- Params:
- Vector origin
- The place the blood starts
- Vector direction
- The place the blood lands (close to)
- int color
- BLOOD_COLOR_RED = 247 (Wont work on German games :S)
- BLOOD_COLOR_YELLOW = 195
- BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
- int amount
- Dunno what this is (alpha?) set to 255
UTIL_BloodSpray- Signature:
Code:
\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c
- Mask:
Code:
xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
- Length: 51
- Linux function: _Z15UTIL_BloodSprayRK6VectorS1_iii
- Description: Makes a blood spray (duh!)
- Params:
- Vector origin
- The place the blood starts
- Vector direction
- The place the blood lands (close to)
- int color
- BLOOD_COLOR_RED = 247 (Wont work on German games :S)
- BLOOD_COLOR_YELLOW = 195
- BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
- int amount
- Dunno what this is (alpha?) set to 255
- int flags
- 1 makes a baseball bat like blood spray
- 2 makes a ring of blood mist
- 3 makes an upward spray
- 4 makes clouds of blood mist
- 5 seems to be a mixture of the above
- 6 seems to be a thicker cloud of dust
- (i cant be bothered to check any more. go experament)
CreateEntityByName- Signature:
Code:
\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c
- Mask:
Code:
xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx
- Length: 52
- Linux function: _Z18CreateEntityByNamePKci
- Description: Creates a new entity from the classname specified (Does NOT spawn the entity)
- Params:
- char ptr classname
- the classname of the entity to make
- int iForceEdictIndex
- Manually set the edict ID (dont set for auto)
- Oh noes! Hosties in de_dust: http://img514.**************/img514/2...ust0012or9.jpg
DispatchSpawn- Signature:
Code:
\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28
- Mask:
Code:
xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx
- Length: 52
- Linux function: _Z13DispatchSpawnP11CBaseEntity
- Description: Spawns the specified entity
- Params:
As i said, when find more, i will post them