Raised This Month: $32 Target: $400
 8% 

[USEFUL SIGNATURES]


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
Olly
Senior Member
Join Date: Mar 2007
Location: UK
Old 05-24-2007 , 19:59   [USEFUL SIGNATURES]
Reply With Quote #1

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
      • [not used]
    • 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:
    • int iTeamIndex
      • The new team index

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
      • Size of the flames
    • 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
      • The place to teleport to
    • 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
      • The maximum size

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
      • Starting Vector (duh)
    • Vector vecEnd
      • Ending Vector
    • 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:
    • CBaseEntity oldObj
      • The entity to remove
  • 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
      • 0 nothing
      • 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:
    • CBaseEntity pEntity
      • The entity to spawn
As i said, when find more, i will post them

Code:
// Yay

Last edited by Olly; 05-27-2007 at 18:19. Reason: Because i'm cool
Olly is offline
Send a message via MSN to Olly
API
Veteran Member
Join Date: May 2006
Old 05-25-2007 , 00:37   Re: [USEFUL SIGNATURES]
Reply With Quote #2

<3 Olly... <3
__________________
API is offline
Send a message via AIM to API
c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 05-25-2007 , 06:07   Re: [USEFUL SIGNATURES]
Reply With Quote #3

These for the beta? I know FOV changed in the beta anyway.
__________________
c0ldfyr3 is offline
Send a message via MSN to c0ldfyr3 Send a message via Yahoo to c0ldfyr3
Olly
Senior Member
Join Date: Mar 2007
Location: UK
Old 05-25-2007 , 08:47   Re: [USEFUL SIGNATURES]
Reply With Quote #4

Yes c0ldfry3 it is for the beta. So if it has changed alot then it may not work at the moment; But it will work when the new srcds comes out.

The FOV one i got away with making it shorter, so hopefully it will still work.
Olly is offline
Send a message via MSN to Olly
dutchmeat
Senior Member
Join Date: Sep 2006
Old 05-26-2007 , 05:25   Re: [USEFUL SIGNATURES]
Reply With Quote #5

Are these signatures different by mod?
__________________
before you criticize someone, you should walk a mile in their shoes. that way, when you criticize them, you're a mile away and you have their shoes.
dutchmeat is offline
FlyingMongoose
Veteran Member
Join Date: Mar 2004
Old 05-26-2007 , 11:08   Re: [USEFUL SIGNATURES]
Reply With Quote #6

As long as it doesn't say "CCSPlayer" it should work in any mod.
__________________
Please do NOT PM for support.

Only ask for support in plugin threads.

TunedChaos.com - Precision Tuned Game Servers
FlyingMongoose is offline
Olly
Senior Member
Join Date: Mar 2007
Location: UK
Old 05-26-2007 , 13:48   Re: [USEFUL SIGNATURES]
Reply With Quote #7

Yes.
at the moment only CCSPlayer::SwitchTeam is JUST for css, because the team switching code is different for different mods. due to different gameplay stuff.

There is an offset you can change: m_iTeamNum which you can set to the right team index. But i have had nothing but problems with this method
Olly is offline
Send a message via MSN to Olly
Olly
Senior Member
Join Date: Mar 2007
Location: UK
Old 05-26-2007 , 21:44   Re: [USEFUL SIGNATURES]
Reply With Quote #8

Ok added a bunch more and made the params easier to see

CBaseEntity::SetModel
CBaseEntity::SetModelIndex
CGib::SpawnRandomGibs
SetMinMaxSize
UTIL_BloodDrips
UTIL_Tracer
UTIL_Remove
UTIL_BloodStream
UTIL_BloodSpray

Last edited by Olly; 05-26-2007 at 22:16.
Olly is offline
Send a message via MSN to Olly
FlyingMongoose
Veteran Member
Join Date: Mar 2004
Old 05-27-2007 , 11:16   Re: [USEFUL SIGNATURES]
Reply With Quote #9

Here comes goremod for SourceMod >.<

Is there a remove ragdoll function? I wanna know it.
__________________
Please do NOT PM for support.

Only ask for support in plugin threads.

TunedChaos.com - Precision Tuned Game Servers
FlyingMongoose is offline
L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 05-27-2007 , 11:56   Re: [USEFUL SIGNATURES]
Reply With Quote #10

No, you need to find the ragdoll and then do UTIL_Remove or AddEvent(pRagDoll, "kill", 0.0f ...
L. Duke is offline
Reply


Thread Tools
Display Modes

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 20:39.


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