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Corruptor Advanced Cheater
Reputation: 3
Joined: 10 Aug 2011 Posts: 82
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Posted: Thu Feb 02, 2012 11:34 am Post subject: Disable Chat-Sign Limit |
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For the last few weeks ive been making several cheats for a shooter game whos name i will not mention (due to several topics beeing closed because the poster mentionend the name of the game, and you can play this one online, so...)
What im failing on is to deactivate the Chat-Sign Limit. Well, basically i can, but not really. (lol) The problem is, that the chat-string is stored in an static(!) 65 signs long wchar array as a part of a static (!) structure. That means if i simply disable that limit i will write into this structure. Not only that i would destroy this structure, but the values right next to the chat string seem to reflect the keys that are currently pressed (lol) which means, that pressing a key, which is something i need to do to chat, will automatically replace a sign inside the chat string. Not good.
Also, there seems to be no pointer that is used. There seems to be no pointer in general. Mostlikely because its on a static position.
So i tried to use code injection to reroute every access to that string to some empty place (GLOBALALLOC-command) - and totally failed. I managed to reroute the stringsize counter, but if i try to do that with the actual string, it crashes all the time. Also, it seems that "find out what acessess this adress" does not find every pice of code that accesses it and after two days of epic fails i start to doubt that this is even possible.
Well, and heres the question:
What could i do wrong? Is there any other way to disable that limit you can think of?
and, in case you're still reading this, thanks for the patience
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atom0s Moderator
Reputation: 205
Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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Posted: Thu Feb 02, 2012 2:24 pm Post subject: |
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You'd be better off hooking the function that handles the chat and just force it to use your custom buffer and ignore the structures buffer.
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Dark Byte Site Admin
Reputation: 471
Joined: 09 May 2003 Posts: 25835 Location: The netherlands
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Posted: Thu Feb 02, 2012 3:04 pm Post subject: |
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Also, the packet itself might be a hardcoded size string
What you could try is hook the code that sends the string, and repeat it with a new string untill everything has been sent
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Corruptor Advanced Cheater
Reputation: 3
Joined: 10 Aug 2011 Posts: 82
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Posted: Sun Feb 05, 2012 1:59 pm Post subject: |
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sry for the late reply, been quite busy....
hooking the function is what i fail at. There are several funcitons to handle chat, for example, one function initialises the chat, one is called whenever something is entered into it, one for deleting signs, on for sending it, several functions seem to constantly access the string, mostlikely to print it on the screen. Those functions use the static adress of the structure containing the string and access the string using its offset (edi+9AE etc). As for this, i can not simply assign a new value to edi; doing so makes the whole game crash. What i tried is altering every code piece that accesses the string (change something like mov [edi+000009AE],ax to mov ["cstmBuffer"],ax), but for some reason, this makes the game crash in most of the cases, sometimes it simply causes malfunctions.
As for the package sending, that might be a problem, but as long as i fail at entering sutch a string, i dont dare touching this problem
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