Difference between revisions of "Useful Signatures (Source)"

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'''Example Call'''
 
'''Example Call'''
 
<pawn>SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);</pawn>
 
<pawn>SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);</pawn>
 +
 +
 +
 +
==CGib::SpawnRandomGibs==
 +
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''
 +
 +
'''The Signature'''
 +
<pawn>\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08</pawn>
 +
 +
'''The Mask'''
 +
<pawn>xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx</pawn>
 +
 +
'''Length'''
 +
61
 +
 +
'''Linux Function'''
 +
<pawn>_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib</pawn>
 +
 +
'''Function Paramaters'''
 +
*'''CBaseEntity pVictim'''
 +
**The entity to spawn gibs from
 +
*'''int cGibs'''
 +
**The amount of gibs to spawn, I suggest anything over 1000000 ^^
 +
*'''GibType_e eGibType'''
 +
**GIB_HUMAN = 0 (Head gib)
 +
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE "models/gibs/agibs.mdl"
 +
 +
'''Example Call'''
 +
<pawn>SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);</pawn>

Revision as of 17:19, 28 May 2007

Introduction

I have posted this page here so I can share some useful sigscan signatures. With these, and the use of PimpinJuice's SigOffset Extension you can call some very useful functions from within SourceMod plugins.

Function Signatures

This is the list of all of the functions that we have signatures for.

CBaseEntity::Spawn

This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.

The Signature

\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8

The Mask

xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx

Length 107

Linux Function

_ZN11CBaseEntity5SpawnEv

Example Call

SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);

CBaseEntity::Teleport

This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force

The Signature

\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C

The Mask

xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx

Length 106

Linux Function

_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS

Function Paramaters

  • Vector newPosition
    • The place to teleport to
  • QAngle newAngles
    • The new angle of the entity
  • Vector newVelocity
    • Directional vector for velocity

Example Call

new Float:Pos[3];
new Float:Vel[3];
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);


CBaseEntity::SetModel

This function will set the model of the entity to the model that you specify. (Yes even player models ;))

The Signature

\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01

The Mask

xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx

Length 51

Linux Function

_ZN11CBaseEntity8SetModelEPKc

Function Paramaters

  • const char *szModelName
    • The model to set to

Example Call

PrecacheModel("models/Alyx.mdl");
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, "models/Alyx.mdl");


CBaseEntity::SetModelIndex

This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console

sv_cheats 1;listmodels;sv_cheats 0

The Signature

\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf

The Mask

xxxxxxxxxxxxxxxxxxx????????????????????

Length 39

Linux Function

_ZN11CBaseEntity13SetModelIndexEi

Function Paramaters

  • int index
    • The model index to set to

Example Call

SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);


CBasePlayer::DamageEffect

This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool

The Signature

\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f

The Mask

xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx

Length 62

Linux Function

_ZN11CBasePlayer12DamageEffectEfi

Function Paramaters

  • Float flDamage
    • [not used]
  • int fDamageType
    • DMG_CRUSH (1<<0)
    • DMG_DROWN (1<<14)
    • DMG_SLASH (1<<2)
    • DMG_PLASMA (1<<24)
    • DMG_SONIC (1<<9)
    • MG_BULLET (1<<1)

Example Call

SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1<<24));


CBasePlayer::SetFOV

This function will change the players Field of View (FOV) with a given zoom rate

The Signature

\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00

The Mask

xxxxx????????xxxxxxxxx??????xxxxxxx

Length 35

Linux Function

_ZN11CBasePlayer13SetDefaultFOVEi

Function Paramaters

  • CBaseEntity pRequester
    • The entity of the player to change FOV of
  • int FOV
    • The FOV value (0-360) anything over 180 goes foobar (default 90)
  • Float zoomRate
    • Time it takes for the new FOV to zoom in/out

Example Call

SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);


CCSPlayer::SwitchTeam (CS:S ONLY)

This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.

The Signature

\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E

The Mask

xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??

Length 64

Linux Function

_ZN9CCSPlayer10SwitchTeamEi

Function Paramaters

  • int iTeamIndex
    • The new team index of the player

Example Call

SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);


CBaseAnimating::Ignite

This function will ignite the entity (duh)

The Signature

\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE

The Mask

xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx

Length 116

Linux Function

_ZN14CBaseAnimating6IgniteEfbfb

Function Paramaters

  • Float flFlameLifetime
    • The time the fire should burn
  • bool bNPCOnly
    • I assume only NPC's get burnt
  • float flSize
    • Size of the flames
  • bool bCalledByLevelDesigner
    • Dont know what this is; I suggest setting to 0 because you are not the level designer :P

Example Call

SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);


CGib::SpawnRandomGibs

This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08

The Mask

xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx

Length 61

Linux Function

_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib

Function Paramaters

  • CBaseEntity pVictim
    • The entity to spawn gibs from
  • int cGibs
    • The amount of gibs to spawn, I suggest anything over 1000000 ^^
  • GibType_e eGibType
    • GIB_HUMAN = 0 (Head gib)
    • GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE "models/gibs/agibs.mdl"

Example Call

SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);