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Old 28/01/2016, 07:24 PM   #11
Neutralneu
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Default Re: Update memory hacking plugins

thank you, buddy)
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Old 28/01/2016, 08:55 PM   #12
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Default Re: Update memory hacking plugins

Everyone behaving like they understood this tutorial .
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Old 29/01/2016, 12:38 AM   #13
Mauzen
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Default Re: Update memory hacking plugins

Quote:
Originally Posted by Mellnik View Post
Everyone behaving like they understood this tutorial .
Most other tutorials on that topic are even harder to understand. Memory hacking is heavy stuff, it cant be explained in a tutorial that every 10-year-old could understand

Nice post though, I didnt know of IDA yet.
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Old 30/01/2016, 09:27 PM   #14
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Default Respuesta: Update memory hacking plugins

AMAZING! Thank you
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Old 31/01/2016, 12:37 AM   #15
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Default Re: Update memory hacking plugins

Finally I have a good reason to come back to samp development, thank you so much Mr.Atila

I've been waiting for something like this since I wanted to update the FCNPC plugin and nobody could help me at that time, I really do believe that this topic should be pinned, thanks for sharing.

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Old 31/01/2016, 10:49 AM   #16
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Default Re: Update memory hacking plugins

Very usefull this!

Thanks
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Old 31/01/2016, 12:59 PM   #17
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Default Re: Update memory hacking plugins

thanks, useful tutorial. so great for that.

(apperantly saying only "nice" gets ur post removed. fk nazi mods)
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Old 01/02/2016, 06:08 AM   #18
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Default Re: Update memory hacking plugins

Great tutorial !!

I have a problem with the structures in that use structures to store data but if I put "-fpack-struct = 1" run time errors occur. Example:

pawn Code:
struct CPlayer
{
    BYTE padding[10529];
    float fHealth;

};

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

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

CNetGame *pNetGame = (CNetGame*)0x4F6CC8;

struct _Player // How do I not pack this structure in linux?
{
int a;
bool c;
};

Windows fix:

pawn Code:
#pragma pack(push, 1)
struct CPlayer
{
    BYTE padding[10529];
    float fHealth;

};

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

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

CNetGame *pNetGame = (CNetGame*)0x4F6CC8;
#pragma pack(pop)

struct _Player
{
int a;
bool c;
};

As I can fix this in linux?
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Old 05/02/2016, 06:17 PM   #19
FSAOskar
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Default Re: Update memory hacking plugins

I'm wondering if memory hacking could be used to attach basically every element to each other ? So like a vehicle to another vehicle or a vehicle to an object.

I thought somehow finding the internal function for attaching (if there is one) and then using it for other stuff than object to object for example. But like I said I don't know if that's possible that's why I'm asking here.
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Old 05/02/2016, 08:23 PM   #20
Aliassassin123456
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Default Re: Update memory hacking plugins

Quote:
Originally Posted by FSAOskar View Post
I'm wondering if memory hacking could be used to attach basically every element to each other ? So like a vehicle to another vehicle or a vehicle to an object.

I thought somehow finding the internal function for attaching (if there is one) and then using it for other stuff than object to object for example. But like I said I don't know if that's possible that's why I'm asking here.
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!
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