Originally Posted by
Saltine
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;
}