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Problem when setting a breakpoint through lua

 
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PostPosted: Sun Sep 27, 2015 10:53 am    Post subject: Problem when setting a breakpoint through lua Reply with quote

Let's say I have a trainer with two buttons, one makes your player fly in the game, other one makes you able to walk through walls.. Now, let's say I wanted to do both at once, I would just click them both.. right? but hey, once I click both of them the game just completely crashes/stops responding, this does not happen if I set the breakpoints manually on the two addresses... it only occurs w/the lua code.. Any suggestions/help on how I can fix this? I want to be able to use all my features at once through the trainer..

To the ones that thinks the code is screwed up..
No, it's not screwed up. If you don't understand what i meant, I'll try to explain again. This code listed below, belongs to the buttons in my trainer, obviously w/different addresses. It changes the register of it. If I forexample click my "Noclip" button that script will execute and I will perfectly fine be able to walk through walls, objects.. but if I press another button while the noclip address is breakpointed by that script below the game just freezes, but if I press the noclip then manually go to memory view and change the register of forexample superjump manually then I won't crash, in other words, the code below only works on one address at time, if I want to do superjump I have to disable noclip first. But not if I change the registers manually, then I can do as many as the debugger supports.....

"function debugger_onBreakpoint()
EIP=0xADRESSHERE
debug_continueFromBreakpoint(co_run)
return 1
end

debug_setBreakpoint(0xADRESSHERE)
end"
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Dark Byte
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PostPosted: Sun Sep 27, 2015 12:00 pm    Post subject: Reply with quote

there can be only one single debugger_onBreakpoint function, so if you use multiple execute breakpoints you'll have to check what EIP is and then adjust it accordingly, in that one function (you can make it a hub function to make adding/removing conditions easier)

keep in mind that there can only be 4 of them at the same time

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PostPosted: Sun Sep 27, 2015 12:05 pm    Post subject: Reply with quote

Dark Byte wrote:
there can be only one single debugger_onBreakpoint function, so if you use multiple execute breakpoints you'll have to check what EIP is and then adjust it accordingly, in that one function (you can make it a hub function to make adding/removing conditions easier)

keep in mind that there can only be 4 of them at the same time


Thank you, I'm not really good at Lua so if you have time, would you mind writing up a register changing script what let's me do it 4 times?

I appreciate the fast response.
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