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Overv
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Join Date: Mar 2009
Old 02-13-2011 , 13:07   Function signatures
Reply With Quote #1

I understand that with updates of games signatures of functions in Source games change, but why is there not a single list of known function signatures?

Right now, it is simply impossible to develop a mod for Source games without looking for signatures yourself, even though developers of mods like SourceMod have already found them! Why is it that every developer has to find the signatures of functions like CBaseEntity::Spawn over and over again? That seems like a huge waste of time when other developers have already found them.
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BAILOPAN
Join Date: Jan 2004
Old 02-13-2011 , 15:20   Re: Function signatures
Reply With Quote #2

It's hard to keep something like that up to date. There are multiple libraries floating around and not all use the same signature format. The list might get out of date from a signature not being used by any major developer. People can forget to update it. For those who are good at finding signatures, it becomes more work.

SourceMod's gamedata files are almost always up to date against the latest games, so that's a good place to check first.

FYI, CBaseEntity::Spawn is virtual - no memory scanning needed. And for virtual functions the tables @ the AlliedModders wiki are usually usable (see http://wiki.alliedmods.net/Virtual_O...Source_Mods%29).
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 02-13-2011 , 16:08   Re: Function signatures
Reply With Quote #3

Quote:
Originally Posted by BAILOPAN View Post
And for virtual functions the tables @ the AlliedModders wiki are usually usable (see http://wiki.alliedmods.net/Virtual_O...Source_Mods%29).
Don't forget Berni's excellent (and automated) site: http://www.sourcemodplugins.org/pages/vtableoffsets/.
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Overv
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Join Date: Mar 2009
Old 02-13-2011 , 18:09   Re: Function signatures
Reply With Quote #4

Quote:
Originally Posted by BAILOPAN View Post
It's hard to keep something like that up to date. There are multiple libraries floating around and not all use the same signature format. The list might get out of date from a signature not being used by any major developer. People can forget to update it. For those who are good at finding signatures, it becomes more work.

SourceMod's gamedata files are almost always up to date against the latest games, so that's a good place to check first.

FYI, CBaseEntity::Spawn is virtual - no memory scanning needed. And for virtual functions the tables @ the AlliedModders wiki are usually usable (see http://wiki.alliedmods.net/Virtual_O...Source_Mods%29).
Oh, I thought the memory scanning was needed because virtual tables differed between games...?
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BAILOPAN
Join Date: Jan 2004
Old 02-13-2011 , 21:07   Re: Function signatures
Reply With Quote #5

Well, signatures can differ between games too. It's also possible that on one game, a function isn't virtual, or something. It's important to be able to abstract across all of these problems, like SM's gamedata functionality provides.
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