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Module: Orpheu (v2.6.3)


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Arkshine
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Join Date: Oct 2005
Old 02-20-2010 , 08:16   Re: Module: Orpheu2.2
Reply With Quote #211

It's possible yes, but I can't give the code right now.
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Immortal_BLG
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Old 02-20-2010 , 21:33   Re: Module: Orpheu2.2
Reply With Quote #212

Hello all. I'm first time write here, sorry for offtop, but can somebody say to me how to find some function signature for win32 - there almost all functions are "sub_100*****" - and I need a function CHalfLifeMultiplay::RoundRestart (for example). In this tut http://wiki.alliedmods.net/Signature_Scanning is required file with extension PDB, which is how I read there you can get when compiling the library - is there an easier way?

P.S. Sorry for bad english....

Last edited by Immortal_BLG; 02-20-2010 at 21:35.
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AntiBots
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Old 02-20-2010 , 22:34   Re: Module: Orpheu2.2
Reply With Quote #213

Quote:
Originally Posted by Immortal_BLG View Post
Hello all. I'm first time write here, sorry for offtop, but can somebody say to me how to find some function signature for win32 - there almost all functions are "sub_100*****" - and I need a function CHalfLifeMultiplay::RoundRestart (for example). In this tut http://wiki.alliedmods.net/Signature_Scanning is required file with extension PDB, which is how I read there you can get when compiling the library - is there an easier way?

P.S. Sorry for bad english....
http://forums.alliedmods.net/showthread.php?t=117930
http://forums.alliedmods.net/showthread.php?t=118934
http://forums.alliedmods.net/showthread.php?t=118138
http://forums.alliedmods.net/showthread.php?t=118476
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Immortal_BLG
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Old 02-21-2010 , 00:45   Re: Module: Orpheu2.2
Reply With Quote #214

Everywhere I was already, out of all this useful to me only the second link, but I can not understand one thing - how possible in IDA to view the decompiled code, like on the second link?
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wrecked_
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Old 02-21-2010 , 01:15   Re: Module: Orpheu2.2
Reply With Quote #215

Quote:
Originally Posted by joaquimandrade
Locate the library and open it.

Press Ctrl + F5. This will open a dialog so you can chose where you want a file to be saved. This file is the decompiled version of your library (a feature of IDA that converts machine code back to C code (far from readable code and not exactly resembling the original but easier to inspect than machine code)).
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Immortal_BLG
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Old 02-21-2010 , 01:36   Re: Module: Orpheu2.2
Reply With Quote #216

1) Does not give the desired result - zero response.
2) What file extension? If IDB - there is not decompiled code.
3) From the IDB, it can not convert to another format - or I need to re-open the DLL (not IDB) and then save?

Last edited by Immortal_BLG; 02-21-2010 at 01:40.
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Arkshine
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Old 02-21-2010 , 06:14   Re: Module: Orpheu2.2
Reply With Quote #217

Quote:
Originally Posted by Immortal_BLG View Post
Hello all. I'm first time write here, sorry for offtop, but can somebody say to me how to find some function signature for win32 - there almost all functions are "sub_100*****" - and I need a function CHalfLifeMultiplay::RoundRestart (for example). In this tut http://wiki.alliedmods.net/Signature_Scanning is required file with extension PDB, which is how I read there you can get when compiling the library - is there an easier way?
You don't need signatures for some functions of the CHalfLifeMultiplay class like this one. Joaquim have already explained how to create the virtual function file, in the first post of this thread, with a list of virtual functions for CHalfLifeMultiplay. You have just to read and follow what he says.

Quote:
Originally Posted by Immortal_BLG View Post
P.S. Sorry for bad english....
You should learn english before, because it's a pain to read you.

Quote:
Originally Posted by Immortal_BLG View Post
how possible in IDA to view the decompiled code, like on the second link?
Like it's said in this tutorial you need the IDA pro version ( not the free version ) with the hexrays decompiler included.

Quote:
Originally Posted by Immortal_BLG View Post
1) Does not give the desired result - zero response.
2) What file extension? If IDB - there is not decompiled code.
3) From the IDB, it can not convert to another format - or I need to re-open the DLL (not IDB) and then save?
1) see above.
2,3) I don't understand what you are trying to do. You need to use such thing from the link of the wiki to do what you want. Please read carefully and learn english before posting question.
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Last edited by Arkshine; 02-21-2010 at 13:19.
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hleV
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Old 02-21-2010 , 07:33   Re: Module: Orpheu2.2
Reply With Quote #218

Can I efficiently block +use for HLDM with this? (Code needed)
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Owyn
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Old 02-21-2010 , 15:17   Re: Module: Orpheu2.2
Reply With Quote #219

could you add client_t and netadr_t to structures plz? ^^
cuz you can only use hardcoded structure types from Orpheu module =\

+ i can't compile Orpheu now, gives too much errors and missing files
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Last edited by Owyn; 02-21-2010 at 17:46.
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joaquimandrade
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Old 02-21-2010 , 15:24   Re: Module: Orpheu2.2
Reply With Quote #220

Quote:
Originally Posted by hleV View Post
Can I efficiently block +use for HLDM with this? (Code needed)
I tried to block the speed change and it works but: when you first press you have a initial slowdown and step sounds aren't played while you keep pressing. The first is because of client prediction (I believe) because in the server the velocity never changes. If someone that knows hlsdk better than me (like Arkshine or Connor) want to give it a try to make it work correctly I'll leave what I tested here.

PHP Code:
#include <amxmodx>
#include <orpheu>

public plugin_init()
{
    
OrpheuRegisterHook(OrpheuGetFunction("VectorScale"),"OnVectorScale")
    
OrpheuRegisterHook(OrpheuGetFunction("PlayerUse","CBasePlayer"),"OnPlayerUse")
}

public 
OrpheuHookReturn:OnPlayerUse(id)
{
    return 
OrpheuSupercede
}

public 
OrpheuHookReturn:OnVectorScale(Float:in[3],Float:scale,Float:out)
{
    if(
scale == 0.3)
    {
        return 
OrpheuSupercede
    
}
    
    return 
OrpheuIgnored

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