User:Mrmagu

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Revision as of 23:13, 15 January 2006 by Mrmagu (talk | contribs)
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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