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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
warning! It's have shit namespaces!
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Relevant information (for more specificality though, refer to the README):
Hooking is done with GameOverlayRenderer.dll functions. It takes prototypes by template (points to a struct with static members only, might not be a great design but that's a trade off for usability. This should not be relevant for the compiled output though) and the only argument taken is an address.
Addresses are all stored in an array, at entry. On a better note, which applies to others, modules are only stored once, in the very beginning, in their own map. The pattern scanner takes an images map and a image index so that only the scanning itself is processed at runtime within the function itself, even sizes are compiled.
Interfaces are all stored at entry (duh). I only get the CreateInterface export once for every image then reuse it in interface scans.
Props and their submembers (netvars) are stored at entry with the submember's offset as the double map's value. The maps take hashes.
I will do my best to use comments from the actual game in cstrike structures.
I will be maintaining this project, adding new features, functionality, etc, regularely.
In this project I do many things in an alternative way, so that may interest some.
As of 16/2/2021, the project does not have many actual "features", and is more rather in the stage of a base, meaning, it can be used as such in it's current form, and if you're looking for that at another time than the post date, you'd be good referring to the first/base commit of this project.
Updates on the state of the project might not be regular directly on this website, outside of perhaps making an edit at relevant dates to mark off significant updates, perhaps an update spoiler, we'll see. But, regardless, you'd be better off checking the state of this on GitHub, I repeat.
Kind regards
shoutout - @iDatFuzzy and soar1337
original creator Para / @xemacs
also swoopae for his hasher. and @Speedi13 for his
Пожалуйста, авторизуйтесь для просмотра ссылки.
functions.
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