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gir489 Grandmaster Cheater
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Joined: 03 Jan 2012 Posts: 841 Location: Maryland, United States
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Posted: Tue Jan 03, 2012 8:45 pm Post subject: How can I find the address of something that never changes? |
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I'm trying to find the address of the player movement speed for DR2:OTR.
I tried looking with IDA, but the only names I can find are animation names and the functions are all sub_addresses and some D3D and Xlive functions tossed around. Not very helpful.
I know it can be found, since l0wb1t has a speed modifier in this trainer for DR2.
It'd be also swell if I could find the survivors runspeed.
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25827 Location: The netherlands
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Posted: Tue Jan 03, 2012 10:23 pm Post subject: |
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If speedhack works (but also affects everything else) Then try recording the stacktraces of all the function calls to the timing api's
Then see if you can figure out which function call is used by the player movement speed and find the code of the function that calls that.
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rooski Master Cheater
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Joined: 31 Oct 2007 Posts: 340 Location: Siberia
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Posted: Wed Jan 04, 2012 1:41 am Post subject: |
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maybe move speed is part of the player structure.
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gir489 Grandmaster Cheater
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Joined: 03 Jan 2012 Posts: 841 Location: Maryland, United States
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Posted: Wed Jan 04, 2012 10:50 am Post subject: |
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| Dark Byte wrote: | If speedhack works (but also affects everything else) Then try recording the stacktraces of all the function calls to the timing api's
Then see if you can figure out which function call is used by the player movement speed and find the code of the function that calls that. |
Speedhack has a lot of negatvie effects on the in-game clock of the game, it also screws up the zombies somehow by making them jump all over the place and get stuck in walls.
It must be screwing with the internal clock's interpretation of time. I had this problem when dealing with Source Engine speedhacking. I eventually had to rely on the timeGetTime function, because the g_pGlobals->curtime was getting all out of whack.
Every time I attach a debugger, it crashes within minutes. The anti-live script by Geri only counters bytepatching and memory editing, so I guess stack tracing is out.
| rooski wrote: | | maybe move speed is part of the player structure. |
(I'm working off my knowledge of Source Engine, and know nothing of the MT engine here.)
So, what I'd assume is the base entity of the player is 1706C00.
The size of the struct is 0xFF, and only contains a lot of unknowns and stats. l0wb1t used 110 as his default run speed, but I didn't find any floats with that value in the struct.
I tried looking through it with ReClass and Class Identifier in IDA, but I still found nothing. There's no SDK for MT Engine, so I'm really flying blind here
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gir489 Grandmaster Cheater
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Joined: 03 Jan 2012 Posts: 841 Location: Maryland, United States
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Posted: Thu Jan 05, 2012 4:34 pm Post subject: |
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| I'd love to PM l0wb1t, but I don't have PM privileges yet.
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