Thread: Hooking s2s

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  1. #1
    NotRealPro's Avatar
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    Hooking s2s

    So ive tried to do this in my hack(thanks CC) and although it says im detouring and removing detours fine, it never runs s2s code. Any ideas why? I can post source if you would like me to.

  2. #2
    ac1d_buRn's Avatar
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    never runs any s2s code meaning what?

    You can see it being logged but it doesnt get sent?

    or

    Nothing logs?

    If you can see it logging, but doesnt get sent, you need to call the real s2s function after reading the ID's.
    If you dont see logs, well its not hooked correctly.

  3. #3
    NotRealPro's Avatar
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    Quote Originally Posted by ac1d_buRn View Post
    never runs any s2s code meaning what?

    You can see it being logged but it doesnt get sent?

    or

    Nothing logs?

    If you can see it logging, but doesnt get sent, you need to call the real s2s function after reading the ID's.
    If you dont see logs, well its not hooked correctly.
    This is what im doing
    Code:
    void hook()
    {
      add_log("Detouring"); //happens
      os2s= (ps2s)Detour(s2s_addy,s2s_thread);
      add_log("Detoured"); //happens
    }
    HRESULT and some other things i forget off the top of my head(params,and more params)
    {
       add_log("s2s hooked"); //never happens
       return something;
    }

  4. #4
    NotRealPro's Avatar
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    Has anyone been able to hook s2s that is NA?

  5. #5
    RagedYet's Avatar
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    yup shit is so easy that it gets boring.



  6. #6
    Saltine's Avatar
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    Quote Originally Posted by RagedYet View Post
    yup shit is so easy that it gets boring.
    Wow, that was a useless response... (yes, it is easy, but that is beside the point...)
    @OP, yes, please post some code so we can better debug this.

    Oh no! Vortex is gay!

  7. #7
    NotRealPro's Avatar
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    Quote Originally Posted by Saltine View Post

    Wow, that was a useless response... (yes, it is easy, but that is beside the point...)
    @OP, yes, please post some code so we can better debug this.
    Code:
    	add_log("Start_s2s_hook");//happens
    	while(true)
    	{
    		if(Ingame() && s2s_hooked == false )
    		{
    			add_log("51");//happens
    			mfnSendToServer = (tfnSendToServer)DetourFunction((PBYTE)ADDR_S2SE, (PBYTE)&hooked_SendToServer);
    			s2s_hooked = true;
    			add_log("52");//happens
    		}
    		if(!Ingame() && s2s_hooked == true)
    		{
    			add_log("61"); //happens
    			DetourRemove((PBYTE)ADDR_S2SE, (PBYTE)&hooked_SendToServer); 
    			s2s_hooked = false;
    			add_log("62");//happens
    		}
    		add_log("7");//happens
    
    		Sleep(100);
    	}
    Code:
    unsigned int __stdcall hooked_SendToServer(ILTMessage_Read *pMsg, unsigned __int32 flags)
    {
    	__asm pushad;
    	int iRetn;
    	add_log("a"); //Doesnt Happen
    	int id = pMsg->Readuint8();
    	add_log("e"); //Doesnt Happen
    	__asm popad;
    	return iRetn;
    }
    Last edited by NotRealPro; 07-17-2012 at 06:14 PM.

  8. #8
    Ch40zz-C0d3r's Avatar
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    you forgot to return original function.
    Proper way:

    Code:
    iRetn = mfnSendToServer(pMsg, flags);
    BTW: Try another detours, length is 7 bytes.
    Last edited by Ch40zz-C0d3r; 07-17-2012 at 10:24 AM.

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    https://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    https://www.youtube.com/watch?v=Na2kUdu4d_k

  9. #9
    NotRealPro's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    you forgot to return original function.
    Proper way:

    Code:
    iRetn = mfnSendToServer(pMsg, flags);
    BTW: Try another detours, length is 7 bytes.
    I have it doing something like that, and let me try the 7

    -After trying the length 7-

    freezes at login screen ?

  10. #10
    Ch40zz-C0d3r's Avatar
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    You need another detours, MC detours handle this different.
    Try a pub detours with length 7, and get the right updated address.
    This should work.

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    https://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    https://www.youtube.com/watch?v=Na2kUdu4d_k

  11. #11
    NotRealPro's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    You need another detours, MC detours handle this different.
    Try a pub detours with length 7, and get the right updated address.
    This should work.
    I tried this, and it still doesnt work, im going to double check my addy really fast. I will look it up on my on so I know its not wrong.

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