Difference between revisions of "Virtual Offsets (Source Mods)"
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==== Zombie Panic: Source ==== | ==== Zombie Panic: Source ==== | ||
* [[CHL2MP_Player Offset List (Zombie Panic: Source)|CHL2MP_Player]] | * [[CHL2MP_Player Offset List (Zombie Panic: Source)|CHL2MP_Player]] | ||
+ | * [[CBasePlayer Offset List (Zombie Panic: Source)|CBasePlayer ]] | ||
==== GoldenEye: Source ==== | ==== GoldenEye: Source ==== |
Revision as of 04:06, 15 July 2009
Contents
- 1 Calling virtual functions
- 2 Offset Lists
- 2.1 Counter-Strike: Source
- 2.2 Day of Defeat: Source
- 2.3 Dystopia
- 2.4 Empires v2.12
- 2.5 Fortress Forever
- 2.6 Half-Life 2: Capture the Flag
- 2.7 Half-Life 2: Deathmatch
- 2.8 Hidden: Source
- 2.9 Insurgency
- 2.10 Left 4 Dead
- 2.11 Obsidian Conflict
- 2.12 Pirates, Vikings, and Knights II
- 2.13 The Ship
- 2.14 SourceForts
- 2.15 Synergy
- 2.16 Synergy SteamWorks (Synergy Orange Box Edition)
- 2.17 Team Fortress 2
- 2.18 Zombie Master
- 2.19 Zombie Panic: Source
- 2.20 GoldenEye: Source
- 3 How to use the examples
- 4 Examples
Calling virtual functions
I got this method from Mani, who I believe got it from Pavol Marko. Thank you!
I hope to expand on an actual explanation when I have the time (and understand it better). Hopefully, someone can expand on this, but for now I'll just post the examples and a list of the CCSPlayer virtual function table offsets.
Offset Lists
Counter-Strike: Source
Day of Defeat: Source
Dystopia
Empires v2.12
Fortress Forever
Half-Life 2: Capture the Flag
Half-Life 2: Deathmatch
Hidden: Source
Insurgency
Left 4 Dead
Obsidian Conflict
Pirates, Vikings, and Knights II
The Ship
SourceForts
Synergy
Synergy SteamWorks (Synergy Orange Box Edition)
Team Fortress 2
Zombie Master
Zombie Panic: Source
GoldenEye: Source
How to use the examples
Basically, this lets you call any virtual function by knowing it's offset. A table is created for each class that lists the address of the function for each virtual function. This method takes advantage of that to call those addresses.
Look at the examples below and edit to match the function you want to call: Use the offset for the function you want to call in this line. (CCSPlayer_offset_list_(SourceMM))
void *func = vtable[m_Off_GiveNamedItem];
Change this line to match your return type and parameters:
union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );
Call the original function with your parameters (change the return type to match the function you're calling):
return (CBaseEntity *) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)(ItemName, iSubType);
You'll need to add an empty class for the union. Something like this:
class VfuncEmptyClass {};
Examples
These examples are for CSS. Mani has created a set of macros to make this easier. If you ask nicely, maybe he'll give them to you or let you post them here.
datamap_t *VFuncs::GetDataDescMap(CBaseEntity *pThisPtr) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_GetDataDescMap]; union {datamap_t *(VfuncEmptyClass::*mfpnew)(); #ifndef __linux__ void *addr; } u; u.addr = func; #else /* GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 */ struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif return (datamap_t *) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)(); } void VFuncs::SetModel(CBaseEntity *pThisPtr, const char *ModelName) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_SetModel]; union {void (VfuncEmptyClass::*mfpnew)(const char *); #ifndef __linux__ void *addr; } u; u.addr = func; #else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif (void) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)(ModelName); } void VFuncs::Teleport(CBaseEntity *pThisPtr, const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_Teleport]; union {void (VfuncEmptyClass::*mfpnew)(const Vector *, const QAngle *, const Vector *); #ifndef __linux__ void *addr; } u; u.addr = func; #else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif (void) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)(newPosition, newAngles, newVelocity); } Vector VFuncs::EyePosition( CBaseEntity *pThisPtr ) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_EyePosition]; union {Vector (VfuncEmptyClass::*mfpnew)( void ); #ifndef __linux__ void *addr; } u; u.addr = func; #else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif return (Vector) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)( ); } QAngle &VFuncs::EyeAngles( CBaseEntity *pThisPtr ) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_EyeAngles]; union {QAngle& (VfuncEmptyClass::*mfpnew)( void ); #ifndef __linux__ void *addr; } u; u.addr = func; #else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif return (QAngle&) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)( ); } void VFuncs::Ignite(CBaseEntity *pThisPtr, float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_Ignite]; union {void (VfuncEmptyClass::*mfpnew)(float , bool , float , bool ); #ifndef __linux__ void *addr; } u; u.addr = func; #else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif (void) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)(flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner); } CBaseEntity *VFuncs::GiveNamedItem(CBaseEntity *pThisPtr, const char *ItemName, int iSubType) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_GiveNamedItem]; union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int ); #ifndef __linux__ void *addr; } u; u.addr = func; #else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif return (CBaseEntity *) (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)(ItemName, iSubType); } void VFuncs::CommitSuicide(CBaseEntity *pThisPtr) { void **this_ptr = *(void ***)&pThisPtr; void **vtable = *(void ***)pThisPtr; void *func = vtable[m_Off_CommitSuicide]; union {CBaseEntity *(VfuncEmptyClass::*mfpnew)( void ); #ifndef __linux__ void *addr; } u; u.addr = func; #else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0; #endif (reinterpret_cast<VfuncEmptyClass*>(this_ptr)->*u.mfpnew)(); }