Useful Signatures (Source)

From AlliedModders Wiki
Revision as of 18:22, 15 November 2007 by BAILOPAN (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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.

The difference between SignatureScanCall and SignatureScanCall_NoIndex

In order to truely understand the difference between the two calls, you need to know how the function you have is constructed. Lets take two functions, CBaseEntity::Teleport and CGib::SpawnRandomGibs. In the C++ code of the source engine, the teleport function is constructed as follows:

void CBaseEntity::Teleport(Vector newPosition,QAngle newAngle,Vector newVelocity);

If you look around in the source code of the source engine, you will find it called like this:

pEntity->Teleport(location,angle,velocity);

In the case that it is called by a pointer (pEntity->) then you use SignatureScanCall. Now lets take the spawn random gibs construction:

void CGib::SpawnRandomGibs(CBaseEntity *pVictim,int cGibs,GibType_e eGibType);

If you look around, it is called like this:

CGib::SpawnRandomGibs(pVictimEntity,6,0);

In the case the there is NOT a pointer, you would use SignatureScanCall_NoIndex. If you still do not understand, look below for the examples.

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::RoundRespawn

This function causes a dead player in CS:S to respawn at a spawn point, we all love this one.

The Signature

\x56\x8B\xF1\x8B\x06\xFF\x90\xB8\x04\x00\x00\x8B\x86\xE8\x0D\x00\x00\x85\xC0\x74\x0E\x8B\x50\x18\x85\xD2\x74\x07\x8B\x48\x1C\x03\xCE\xFF\xD2

The Mask

xxxxxxxxxxxxxxxxxxx??xxxxx??xxxxxxx

Length 35

Linux Function

_ZN9CCSPlayer12RoundRespawnEv

Example Call

SignatureScanCall(sigSpawn,client,SIGTYPE_CCSPLAYER);

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);


UTIL_BloodDrips

This function will spawn a small 'splash' of blood under the entity. NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0

The Mask

xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx

Length 46

Linux Function

_Z15UTIL_BloodDripsRK6VectorS1_ii

Function Paramaters

  • Vector origin
    • The location to spawn the effect
  • Vector direction
    • Dont know what this is, i set it same as origin
  • int color
    • BLOOD_COLOR_RED = 247 (Wont work on German games :S)
    • BLOOD_COLOR_YELLOW = 195
    • BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)

Example Call

new Float:origin[3];
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);


UTIL_BloodStream

Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00

The Mask

xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx

Length 61

Linux Function

_Z16UTIL_BloodStreamRK6VectorS1_ii

Function Paramaters

  • Vector origin
    • The place the blood starts
  • Vector direction
    • The place the blood lands (close to)
  • int color
    • BLOOD_COLOR_RED = 247 (Wont work on German games :S)
    • BLOOD_COLOR_YELLOW = 195
    • BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
  • int amount
    • Dunno what this is (alpha?) set to 255

Example Call

new Float:origin[3];
new Float:direction[3];
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);


UTIL_BloodSpray

Makes a blood spray (duh!)NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c

The Mask

xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Length 51

Linux Function

_Z15UTIL_BloodSprayRK6VectorS1_iii

Function Paramaters

  • Vector origin
    • The place the blood starts
  • Vector direction
    • The place the blood lands (close to)
  • int color
    • BLOOD_COLOR_RED = 247 (Wont work on German games :S)
    • BLOOD_COLOR_YELLOW = 195
    • BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
  • int amount
    • Dunno what this is (alpha?) set to 255
  • int flags
    • 0 nothing
    • 1 makes a baseball bat like blood spray
    • 2 makes a ring of blood mist
    • 3 makes an upward spray
    • 4 makes clouds of blood mist
    • 5 seems to be a mixture of the above
    • 6 seems to be a thicker cloud of dust
    • (i cant be bothered to check any more. go experament)

Example Call

new Float:origin[3];
new Float:direction[3];
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);


UTIL_Tracer (NOT CS:S)

Uhh.. dont know i assume its for tracer stuff ^^ i guess someone will have a use for it :P NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89

The Mask

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Length 54

Linux Function

_Z11UTIL_TracerRK6VectorS1_iifbPKc

Function Paramaters

  • Vector vecStart
    • Starting Vector (duh)
  • Vector vecEnd
    • Ending Vector
  • int EntIndex
    • Entity index using the tracer
  • int iAttachment
    • Dont know (-1 for no attachement)
  • float flVelocity
    • Velocity the tracer moves at (m/s?)
  • bool bWhiz
    • I assume it emmits a sound?
  • char ptr pCustomTracerName
    • A nice name for your tracer

Example Call

new Float:start[3];
new Float:end[3];
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, "OLLY");


SetMinMaxSize

Sets the size of the collision box around a Physics entity NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9

The Mask

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx

Length 39

Linux Function

 [cant find someone help me out?]

Function Paramaters

  • CBaseEntity pEnt
    • The entity ptr of the entity you are working with
  • Vector mins
    • The minimum size the box will 'squash' to when you run into it
  • Vector max
    • The maximum size

Example Call

new Float:min[3];
new Float:max[3];
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_VECTOR, min, PARAM_VECTOR, max);


CreateEntityByName

Creates a new entity from the classname specified (Does NOT spawn the entity) NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c

The Mask

xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx

Length 52

Linux Function

_Z18CreateEntityByNamePKci

Function Paramaters

  • char ptr classname
    • The classname of the entity to make
  • int iForceEdictIndex
    • Manually set the edict ID (dont set for auto) (MUST BE > 64)

Example Call

SignatureScanCall_NoIndex(sig_id, PARAM_CONST_CHAR_PTR, "hostage_entity");

Result De dust0012.jpg

DispatchSpawn

Used to spawn created entities, or to respawn players NOTE: This function requires no pointer, check the Example Call to see how to get round this

The Signature

\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28

The Mask

xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx

Length 44

Linux Function

_Z13DispatchSpawnP11CBaseEntity

Function Paramaters

  • CBaseEntity pEntity
    • The entity to spawn

Example Call

SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client);

Conclusion

//Yarrrr!