Difference between revisions of "User:Mrmagu"
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C++ Highlighted test..<br /> | C++ Highlighted test..<br /> | ||
+ | <cpp> | ||
+ | #ifndef SIGSCAN_H | ||
+ | #define SIGSCAN_H | ||
− | + | // test | |
− | + | class CSigScan { | |
− | + | private: | |
− | + | /* Private Variables */ | |
− | + | /* Base Address of the server module in memory */ | |
− | + | static unsigned char *base_addr; | |
− | + | /* The length to the module's ending address */ | |
− | + | static size_t base_len; | |
− | + | ||
− | + | /* The signature to scan for */ | |
− | + | unsigned char *sig_str; | |
− | + | /* A mask to ignore certain bytes in the signature such as addresses | |
− | + | The mask should be as long as all the bytes in the signature string | |
− | + | Use '?' to ignore a byte and 'x' to check it | |
− | + | Example"xxx????xx" - The first 3 bytes are checked, then the next 4 are | |
− | + | ignored, then the last 2 are checked */ | |
− | + | char *sig_mask; | |
− | + | /* The length of sig_str and sig_mask (not including a terminating null for sig_mask) */ | |
− | + | size_t sig_len; | |
− | + | ||
− | + | /* Private Functions */ | |
− | + | void* FindSignature(void); | |
− | + | ||
− | + | public: | |
− | + | /* Public Variables */ | |
− | + | ||
− | + | /* sigscan_dllfunc is a pointer of something that resides inside the gamedll so we can get | |
− | + | the base address of it. From a SourceMM plugin, just set this to ismm->serverFactory(0) | |
− | + | in Load(). From a Valve Server Plugin, you must set this to an actual factory returned | |
− | + | from gameServerFactory and hope that a SourceMM plugin did not override it. */ | |
− | + | static void *(*sigscan_dllfunc)(const char *pName, int *pReturnCode); | |
− | + | ||
− | + | /* If the scan was successful or not */ | |
− | + | char is_set; | |
− | + | /* Starting address of the found function */ | |
− | + | void *sig_addr; | |
− | + | ||
− | + | /* Public Functions */ | |
− | + | CSigScan(void)sig_str(NULL), sig_mask(NULL), sig_len(0), sig_addr(NULL) {} | |
− | + | ~CSigScan(void); | |
− | + | ||
− | + | static bool GetDllMemInfo(void); | |
− | + | void Init(unsigned char *sig, char *mask, size_t len); | |
+ | }; | ||
+ | |||
+ | void InitSigs(void); | ||
+ | |||
+ | /* Sig Functions */ | ||
+ | class CBaseAnimating; | ||
+ | void CBaseAnimating_Ignite(CBaseAnimating *cba, float flFlameLifetime); | ||
+ | |||
+ | #endif | ||
+ | </cpp> |
Revision as of 14:10, 19 January 2006
is a nub :] and wants someone to add the damn syntax highlighter extention already :)
C++ Highlighted test..
#ifndef SIGSCAN_H #define SIGSCAN_H // test class CSigScan { private: /* Private Variables */ /* Base Address of the server module in memory */ static unsigned char *base_addr; /* The length to the module's ending address */ static size_t base_len; /* The signature to scan for */ unsigned char *sig_str; /* A mask to ignore certain bytes in the signature such as addresses The mask should be as long as all the bytes in the signature string Use '?' to ignore a byte and 'x' to check it Example"xxx????xx" - The first 3 bytes are checked, then the next 4 are ignored, then the last 2 are checked */ char *sig_mask; /* The length of sig_str and sig_mask (not including a terminating null for sig_mask) */ size_t sig_len; /* Private Functions */ void* FindSignature(void); public: /* Public Variables */ /* sigscan_dllfunc is a pointer of something that resides inside the gamedll so we can get the base address of it. From a SourceMM plugin, just set this to ismm->serverFactory(0) in Load(). From a Valve Server Plugin, you must set this to an actual factory returned from gameServerFactory and hope that a SourceMM plugin did not override it. */ static void *(*sigscan_dllfunc)(const char *pName, int *pReturnCode); /* If the scan was successful or not */ char is_set; /* Starting address of the found function */ void *sig_addr; /* Public Functions */ CSigScan(void)sig_str(NULL), sig_mask(NULL), sig_len(0), sig_addr(NULL) {} ~CSigScan(void); static bool GetDllMemInfo(void); void Init(unsigned char *sig, char *mask, size_t len); }; void InitSigs(void); /* Sig Functions */ class CBaseAnimating; void CBaseAnimating_Ignite(CBaseAnimating *cba, float flFlameLifetime); #endif