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Old 05/02/2016, 08:51 PM   #21
kurta999
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Default Re: Update memory hacking plugins

I just want community to help with memory hacking plugins at server side, to improve SA-MP features.

I don't want to say anything about how to reverse engineering samp.dll.
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Old 05/02/2016, 09:01 PM   #22
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Default Re: Update memory hacking plugins

Yes, I understand you, but why Kalcor doesn't put SA:MP Server Open Source? No Open Source and allowing RE? Maybe a race for IDAers , it's ridiculous, isn't it?
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Old 05/02/2016, 10:05 PM   #23
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Default Re: Update memory hacking plugins

Quote:
Originally Posted by Aliassassin123456 View Post
No, this can be done in client, it must be impossible to Kalcor make something that attaches every element types on another, if he does it he create a function for that (or RPC to call this function in client), but there's nothing for this.

Hope you don't create a tutorial to reverse SA:MP client kurta999, i'm wondering how Kalcor doesn't get mad with this tutorial but i'm sure when you put a idb from samp.dll Kalcor will come front of your house door ( or maybe he release 0.4a =) with extra Anti RE and debugging ), but funny tutorial ever! How to reverse SA:MP Server on SA:MP Forums, lol!
Not sure if you went full retarded or just trolling
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Old 06/02/2016, 03:56 AM   #24
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Default Re: Update memory hacking plugins

I guess some of the structures in YSF are from samp.dll. Specially the ids such as ID_PLAYER_SYNC, ID_VEHICLE_SYNC etc.
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Old 06/02/2016, 07:42 AM   #25
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Default Re: Update memory hacking plugins

Nothing from samp.dll, you can get all of them from server.
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Old 06/02/2016, 09:12 AM   #26
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Default Re: Update memory hacking plugins

Quote:
Originally Posted by Wizzard2H View Post
Not sure if you went full retarded or just trolling
Clever one, learn how to identify a joke, however, it's not the right way. (Seeing this tutorial and no warning or remove was weird for me)

Good luck with that. (Please stop sending spam and replies to my post like Wizzard2H, I just said my opinion)
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Old 10/02/2016, 01:54 PM   #27
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Default Re: Update memory hacking plugins

Kurta999, how did you construct the pool structures?
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Old 12/02/2016, 08:09 AM   #28
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Default Re: Update memory hacking plugins

These are very easy.

Eg. Search for SetVehicleColor, PutPlayerInVehicle - there will be the structure offset of vehicle pool, which is pNetGame + 12 byte. You need to do the same with 3d text pool, actor pool, etc, etc..

So result will be:

Code:
struct CPlayerPool
{
    BYTE padding[154012];
    CPlayer *pPlayer[MAX_PLAYERS];
};

struct CVehiclePool
{
// members here
}

struct CNetGame
{
    BYTE padding[8]; // offsets starts from 0
    CPlayerPool *pPlayerPool; // stars from 8, ends at 12
    CVehiclePool *pVehiclePool; // 12
};

for complete struct: https://github.com/kurta999/YSF/blob...Structs.h#L516
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Old 12/02/2016, 12:52 PM   #29
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Default Re: Update memory hacking plugins

I know about that. Actually that's not the answer I am looking for. I meant how you get to know about the members of the pool structures such as CPlayerPool, CActorPool etc.

For example:
Code:
struct CPlayerPool
{
	DWORD			dwVirtualWorld[MAX_PLAYERS];
	DWORD			dwPlayersCount;
	DWORD			dwlastMarkerUpdate;
        ....		
        //how do you get the above members of a pool structure in IDA?
};
I hope I made myself more clear than before.

By the way what does this statement mean in IDA?
Code:
*(_DWORD *)(v2 + 4 * v3 + 150012)
v2, is the playerpool pointer, v3 is player id
...and why are we multiplying 4 with playerid, is it because the size of playerids are 4 byte?
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Old 12/02/2016, 04:34 PM   #30
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Default Re: Update memory hacking plugins

Because int, uint, dword, void, float is a 4 byte. And all pointers also 4byte.
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