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Orpheu Signatures Path


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edon1337
Penguin Enthusiast
Join Date: Jun 2016
Location: Macedonia
Old 04-18-2017 , 12:06   Re: Orpheu Signatures Path
Reply With Quote #1

Quote:
Originally Posted by HamletEagle View Post
Check the virtual table of that class in IDA.
Where's that ?

Quote:
Originally Posted by HamletEagle View Post
library reffers to engine/mod. When hooking functions from game mod(mp.dll, cs.so) it's "mod", when hooking from engine(engine_i486.so, swds.dll) it's "engine".
Do they have to do with the signature path ? If the mod differs I mean.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 04-18-2017 , 12:11   Re: Orpheu Signatures Path
Reply With Quote #2

Here's a tutorial for that: https://forums.alliedmods.net/showthread.php?t=118138
But forget about IDA, just use that for virtual functions: https://forums.alliedmods.net/showthread.php?t=281859 It will do all the work for you.

Quote:
Do they have to do with the signature path ? If the mod differs I mean.
I'm not sure to understand, no matter what mod it is, the identifier is still "mod". The actual mod name is specified near the linux symbol/window signature(i.e.
Code:
 {
            "os" : "linux",
			"mod" : "cstrike",
            "value" : "_ZN11CBasePlayer17SetNewPlayerModelEPKc"
        }
).

In the same signature files you could put symbols/signatures for all mods. If you only specify the cstrike signature that function won't work in, let's say TFC.
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Last edited by HamletEagle; 04-18-2017 at 13:18.
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