If that Pattern still catch ...
I'm using GELLIN logger base and i want to add GameStatus but it keep fails
what's the wrong on it ?Code:dwGameStatus = dwGameStatus + 0x12C; dwGameStatus = FindPattern(dwCShellEntryPoint,dwCShellCodeSize,(PBYTE)"\x00\x00\x00\x00\x53\x8B\x98\x00\x00\x00\x00\x8B\x44\x24\x08\x85\xC0\x0F\x8C\x00\x00\x00\x00\x8B\x51\x04\x8B\x49\x08\x2B\xCA","????xxx????xxxxxxxx????xxxxxxxx"); if( dwGameStatus != NULL ) add_log( "#define GameStatus\t\t0x%X", dwGameStatus); else add_log( "Failed to update GameStatus" );
If that Pattern still catch ...
so you are using:
dwGameStatus = FindPattern(dwCShellEntryPoint,dwCShellCodeSize,(P BYTE)"\x00\x00\x00\x00\x53\x8B\x98\x00\x00\x00\x00 \x8B\x44\x24\x08\x85\xC0\x0F\x8C\x00\x00\x00\x00\x 8B\x51\x04\x8B\x49\x08\x2B\xCA","????xxx????xxxxxx xx????xxxxxxxx");
if( dwGameStatus != 0) {
dwGameStatus = dwGameStatus + 0x12C;
add_log( "#define GameStatus\t\t0x%X", dwGameStatus);
} else
add_log( "Failed to update GameStatus" );
-.- "Gamestatus" is located in dynamic memory area. You cant sigscan it without pointers.
Btw, who the fuck needs gamestatus? Just test if the position of your charachter is != 0.0000f or you can even use GCS class. There is a gamestatus pointer too.
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
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https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
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pDevice (11-09-2012)
[MPGH]Flengo (11-19-2012)
He just practically gave you your answer, there's no real sig scan for gamestatus because it's dynamic (meaning it changes all the time)
Sig scans are static (meaning they're set to one thing) - To correctly obtain Gamestatus you'd need a pointer to get to it.
Nobody here is going to give you the full code to do this.
so is the sig scan hence the reason the wild card bytes are used to find it.....there's no real sig scan for gamestatus because it's dynamic (meaning it changes all the time)
Sig scans are static (meaning they're set to one thing)
sig scans are not static.. i am guessing you just use static addresses in your hack and not signatures with wildcard so that you can capture the addresses dynamically... Actually the whole reason behind signatures with wild card is so it is dynamic. While you input to the original post is great, you should really give explanations of why and how for it to be of any use, for example what exactly is qoute:"meaning they're set to one thing" actually mean? what is set to one thing? what is this one thing? what are you setting? ect...ect.. lets give him the correct answer next time..
Original Poster, What they are meaning to tell you is the address changes dynamically and unless you actually use the signature scan function in your hack you will not be able to use it because I am assuming you are using a static address in your hack which was based on the logger findings? this kinda defeats the whole purpose of a sig scan function if your not going to use it in your hack.
[MPGH]Flengo (11-27-2012)
you should just use the GCS class instead and completely do away with gamestatus
Gamestatus is no longer needed for CA NA.
Lol, for everyone that keeps saying game status isn't needed, just wait till the next update, minds will be blown
Btw you don't NEED the game status address it self but you still need ingame checks in order to point an address to a certain class.
Last edited by arun823; 11-26-2012 at 02:17 AM.
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