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Solved [WINDOWS/LINUX] ppmove signature or memory address!


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Natsheh
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Join Date: Sep 2012
Old 05-16-2021 , 14:23   [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #1

Does any one have the ppmove memory address or the signature.

the current one is outdated...

its for HLDS BUILD
Code:
Exe build: 19:52:54 Aug  3 2020 (8684)
Code:
[
    {
        "name"        : "ppmove",
        "library"     : "mod",
        "type"        : "playermove_s *",
        "memoryType"  : "data",
        "identifiers" : 
        [
            {
                "os"    : "windows",
                "mod"   : "cstrike",
                "value" : Missing last time found in 2010!
            },
			{
                "os"    : "linux",
                "mod"   : "cstrike",
                "value" : 0x1DFA68  <--- probably outdated too.
            }
        ]
    }   
]
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Last edited by Natsheh; 05-18-2021 at 08:05.
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klippy
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Join Date: May 2013
Location: Serbia
Old 05-16-2021 , 14:58   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #2

You don't need a signature, you can just hook pfnPM_Move (which is a part of the game dll interface, so you don't need a signature) and take its first argument. Here's an example: https://forums.alliedmods.net/showpo...9&postcount=10
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Natsheh
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Old 05-16-2021 , 15:35   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #3

the whole issue is because an invalid function forward call for PM_PlayerMove

i recently made a post about how to catch when player lands on the ground.


it works very well when there's only one player in the server, but when more people join the PlayerMove forward is called strangely don't know why this is happening, maybe you can take a look and explain.
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klippy
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Old 05-17-2021 , 06:25   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #4

Why are you doing it with Orpheu at all? You can just check pev_groundentity or FL_ONGROUND entity flag on PlayerPostThink, it's the first easily hookable (with fakemeta or engine) call right after pfnPM_Move, and it's not any less efficient.
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Last edited by klippy; 05-17-2021 at 06:26.
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Natsheh
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Old 05-17-2021 , 08:53   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #5

alright thanks for looking into it, ill consider changing to playerpostthink
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 05-17-2021 , 09:42   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #6

Quote:
Originally Posted by Natsheh View Post
the whole issue is because an invalid function forward call for PM_PlayerMove

i recently made a post about how to catch when player lands on the ground.


it works very well when there's only one player in the server, but when more people join the PlayerMove forward is called strangely don't know why this is happening, maybe you can take a look and explain.
The solution Klippy suggested should work just fine, but out of curiosity, what do you mean by "is called strangely"? What happens exactly?
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Natsheh
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Old 05-17-2021 , 13:14   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #7

As i stated i have no clue why this is happening, probably incorrect windows signature for PM_PlayerMove, because so far i've tested it on windows only, you can go and see for yourself.

anyway problem is solved with using PlayerPostThink, thanks for your help everyone.
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fysiks
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Old 05-17-2021 , 22:23   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #8

Quote:
Originally Posted by Natsheh View Post
As i stated i have no clue why this is happening
He didn't ask "why" it happens, he asked "what" happens.
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Natsheh
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Old 05-18-2021 , 00:29   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #9

Quote:
Originally Posted by fysiks View Post
He didn't ask "why" it happens, he asked "what" happens.
And thats why i am telling him to you can go and see for yourself.
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Last edited by Natsheh; 05-18-2021 at 00:29.
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fysiks
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Old 05-18-2021 , 01:01   Re: [WINDOWS/LINUX] ppmove signature or memory address!
Reply With Quote #10

Quote:
Originally Posted by Natsheh View Post
And thats why i am telling him to you can go and see for yourself.
Not everyone has the time to set up all the requirements for setting up and testing your plugin.
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