User:Mrmagu
is a nub :]
C++ Highlighted test..
#ifndef SIGSCAN_H #define SIGSCAN_H
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