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h3x1c Master Cheater
Reputation: 17
Joined: 27 Apr 2013 Posts: 306
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Posted: Sun Aug 07, 2016 7:01 pm Post subject: What does the @ in a script represent? |
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I'm digging through scripts from notable people here to see how they prefer to do things and I've noticed things like @f or @@ noted more than once in a script. An example of what I'm referencing is below, from one of Sunbeam's scripts. What do those represent? Thanks.
| Code: | [ENABLE]
alloc( GodMode, 256, Game.dll )
label( Damage )
registersymbol( Damage )
label( back )
GodMode:
mov ecx,[ebx]
test ecx,ecx
je back+50
call Game.dll+668890
mov ecx,edi
mov esi,[eax+268]
call Game.dll+668890
mov eax,[eax+268]
test esi,esi
je short @f
test eax,eax
jne back+50
mov eax,0
jmp back+4D
@@:
test eax,eax
je back+50
fld [ebp+C]
fld [Damage]
fmul st(0),st(1)
fstp [ebp+C]
fstp st(0)
@@:
jmp back+50
Damage:
dd (float)12.0
Game.dll+67E0C6:
jmp GodMode
back:
[DISABLE]
Game.dll+67E0C6:
mov eax,[eax+10]
mov eax,[eax]
unregistersymbol( Damage )
dealloc( GodMode ) |
_________________
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Aug 07, 2016 7:04 pm Post subject: |
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They're anonymous labels:
| Quote: | FASM supports labels that use no identifier or label name.
@@: represents an anonymous label. Any number of anonymous labels can be defined.
@b refers to the closest label that can be found when looking backwards in source.
@f refers to the closest label that can be found when looking forwards in source. |
They basically just save time by not having to define any labels. |
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h3x1c Master Cheater
Reputation: 17
Joined: 27 Apr 2013 Posts: 306
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Posted: Sun Aug 07, 2016 7:07 pm Post subject: |
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Thanks, Methos. So in the case of the script above, the second @@ is there as a fail-safe, basically? _________________
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Aug 07, 2016 7:24 pm Post subject: |
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| In this case, it doesn't look like the second @@ label is needed. |
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