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[L4D & L4D2]cs_ladders (Counter-Strike Ladders)[26/03/2024]


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jamalsheref2
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Join Date: May 2017
Old 11-23-2022 , 15:51   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #21

great plugin 10/10
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ReCreator
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Old 05-02-2023 , 18:37   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #22

So silly me
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Last edited by ReCreator; 05-02-2023 at 19:39.
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tRololo312312
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Join Date: Apr 2015
Old 05-18-2023 , 16:26   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #23

Causes server to crash after todays update.
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beeflot
Junior Member
Join Date: Apr 2023
Old 05-18-2023 , 17:41   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #24

Today update after:
Failed to validate patch "CTerrorPlayer::OnLadderMount__WeaponHolster_ patch"
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yzybb
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Join Date: Jul 2020
Old 05-19-2023 , 00:57   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #25

Hello, Lux, today updata after:
[l4d2_cs_ladders.smx] [cs_ladders] Failed to validate patch "CTerrorPlayer::OnLadderMount__WeaponHolster_ patch"
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XiLuo
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Join Date: Mar 2018
Old 05-19-2023 , 03:44   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #26

I'm just fixing the l4d2 error on windows, hopefully it will help, again with Lux
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 05-19-2023 , 04:25   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #27

Quote:
Originally Posted by XiLuo View Post
I'm just fixing the l4d2 error on windows, hopefully it will help, again with Lux
Correct me if I'm wrong, but these were the only changes you made:
PHP Code:
"windows"
{
    
"offset"        "856"
    "verify"        "\x24\x04"
    "patch"            "\x00\x05" 
// change call function

These changes actually disabled the patch entirely, and if you try it in-game, the survivor plays the animation where they take the gun out from their back, which is not supposed to happen if the patch works as intended.

I've been messing with this patch for hours myself, but I can't figure out how to really fix it. The update added more to the "CTerrorPlayer::OnLadderMount" function so the new offset for the patch should be "830" but patching the bytes with "\x5E\xC3" no longer works. I guess we just have to wait for Lux, maybe he knows what the new patch should be.
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XiLuo
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Join Date: Mar 2018
Old 05-19-2023 , 04:46   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)
Reply With Quote #28

Quote:
Originally Posted by Psyk0tik View Post
Correct me if I'm wrong, but these were the only changes you made:
PHP Code:
"windows"
{
    
"offset"        "856"
    "verify"        "\x24\x04"
    "patch"            "\x00\x05" 
// change call function

These changes actually disabled the patch entirely, and if you try it in-game, the survivor plays the animation where they take the gun out from their back, which is not supposed to happen if the patch works as intended.

I've been messing with this patch for hours myself, but I can't figure out how to really fix it. The update added more to the "CTerrorPlayer::OnLadderMount" function so the new offset for the patch should be "830" but patching the bytes with "\x5E\xC3" no longer works. I guess we just have to wait for Lux, maybe he knows what the new patch should be.


I just change weapon call GetViewModel instead of Holster,the old version can patch the bytes for 'jnz',because it's independent function,but new version is not. I also had tried other patch but fail, so my patch just temporary,you can wait lux's patch

Last edited by XiLuo; 05-19-2023 at 04:46.
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Lux
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Join Date: Jan 2015
Location: Cat
Old 05-19-2023 , 09:34   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #29

Quote:
Originally Posted by XiLuo View Post
...
Quote:
Originally Posted by Psyk0tik View Post
...
Thanks for trying to fix it guys.
The function "CTerrorPlayer::OnLadderMount" got inlined.

I did the patch to just jump to the OnDismount every time, I would hope it would be more resistant to breaking.

Code:
if ( *((_BYTE *)v5 + 370) == 9 ) Always just jump
  {
    if ( !v21 )
    {
      sub_1030A3C0("Player.Fall");              // CTerrorPlayer::OnLadderMount function inline
      sub_10177560(v5);
      sub_103120E0(0);
      v22 = sub_100535D0(v5);
      if ( (unsigned __int8)sub_1034FF60(v22) )
      {
        if ( sub_100464D0(v5) )
        {
          v23 = sub_100464D0(v5);
          (*(void (__thiscall **)(int, _DWORD))(*(_DWORD *)v23 + 1060))(v23, 0);
        }
      }
    }
  }
  else if ( v21 )to this function
  {
    CTerrorPlayer::OnLadderDismount(v5);
  }
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Last edited by Lux; 05-19-2023 at 09:35.
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XiLuo
Member
Join Date: Mar 2018
Old 05-19-2023 , 09:57   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #30

Quote:
Originally Posted by Lux View Post
Thanks for trying to fix it guys.
The function "CTerrorPlayer::OnLadderMount" got inlined.

I did the patch to just jump to the OnDismount every time, I would hope it would be more resistant to breaking.

Code:
if ( *((_BYTE *)v5 + 370) == 9 ) Always just jump
  {
    if ( !v21 )
    {
      sub_1030A3C0("Player.Fall");              // CTerrorPlayer::OnLadderMount function inline
      sub_10177560(v5);
      sub_103120E0(0);
      v22 = sub_100535D0(v5);
      if ( (unsigned __int8)sub_1034FF60(v22) )
      {
        if ( sub_100464D0(v5) )
        {
          v23 = sub_100464D0(v5);
          (*(void (__thiscall **)(int, _DWORD))(*(_DWORD *)v23 + 1060))(v23, 0);
        }
      }
    }
  }
  else if ( v21 )to this function
  {
    CTerrorPlayer::OnLadderDismount(v5);
  }

Thanks to excellent work!!
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