AntiCheat Plugin
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I meant the hack itself, code or offsets.
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Since w0dk4 gives away the source of his code, I’m guessing it’s somewhere in there?
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I think I gonna put this in the FLHook Plugin version anyways, since it doesnt really fit into the anticheat plugin anyways, but is rather a vital bugfix for the flserver.
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Could you add
@w0dk4:- Missile bug fix (sometimes your missiles lose tracking of your enemy and you need to re-target, this is fixed)
- Missile jitter bug on low serverload with fast cpus fixed
as well, since they’re bugfixes and not exploit fixes? Thanks.
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bump
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Damn W0d, this looks great
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w0dk4 wrote:
- Fix for an FLServer bug that would cause a servercrash every ~4000 logins (or ~2000 logins and ~2000 deaths)
- Missile jitter bug on low serverload with fast cpus fixed
Thx for sharing this!
What about missile bug? Is it fixed by jitter-bug fix, or is it just not there (yet?) ? -
w0dk4 wrote:
- Fix for an FLServer bug that would cause a servercrash every ~4000 logins (or ~2000 logins and ~2000 deaths)
- Missile jitter bug on low serverload with fast cpus fixed
Thx for sharing this!
What about missile bug? Is it fixed by jitter-bug fix, or is it just not there (yet?) ? -
No, missile bug fix is simply calling SetTarget again on the weapon slot directly before firing.
Since this fits perfectly into the refire rate detection, it will get implemented there.
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Huh, nice and easy way to solve it. Thanks again!
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http://code.google.com/p/flhookplugin/source/browse/trunk/source/HkInit.cpp?spec=svn20&r=20#292
What is that line about? Is it part of memleak fix?
It causes strange server crash on init for me, and seems unnecessary since that NOPped call is in function that fully redirected to FreeReputationVibeHook anyway. -
Where do you get a crash? The latest build of the plugin version doesnt crash on init for me.
The call is NOPed because Im calling it in FreeReputationVibeHook.
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In completely unrelated place at first glance: flserver.exe; 0000db53.
I copied a patch, FreeReputationVibeHook and these nop patch/unpatch to my code - tese are full set, right?
Well, if i get this right, after patch you have smthing like this```
void* pfuncaddr; // rewrited to point at FreeReputationVibeHook
…
func //pub::Reputation::Free
{
…
//nopped call
…
} -
In completely unrelated place at first glance: flserver.exe; 0000db53.
I copied a patch, FreeReputationVibeHook and these nop patch/unpatch to my code - tese are full set, right?
Well, if i get this right, after patch you have smthing like this```
void* pfuncaddr; // rewrited to point at FreeReputationVibeHook
…
func //pub::Reputation::Free
{
…
//nopped call
…
} -
The nopped call is in FreeReputationVibeHook! So it does reach it.
__asm { mov eax, p1 push eax mov eax, [hModServer] add eax, 0x65C20 call eax ; <- nopped call add esp, 4 }
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No, what i mean is that you nopping a call inside already redirected function that you don’t call either (pub::Reputation::Free).
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No, there is a difference between
pub::Reputation::Free
and
pub::Reputation::Vibe::Free
where the last one gets redirected and the nops are in the former. -
Ah, yes, i didn’t catch the difference. Blame IDA lol
:oops:
Ollydbg somehow caused an exception so i had to do debugging just by commenting this and that out.
My flhook is based on 1.5.5 version so there’re differences in workflow from the SVN version.
First i wanted to check things in InitHookExports that are not there in 1.6..
And finally i found a piece of code that just magically caused the crash:```
/
// fill client info struct for players that are already on the server(when FLHookStart was used)
vector <hkplayerinfo>lstPlayers;
HkGetPlayers(lstPlayers);
foreachv(lstPlayers, HKPLAYERINFO, it)
{
ClientInfo[it->iClientID].iShip = it->iShip;
// LoadUserSettings(it->iClientID);
}
*/</hkplayerinfo>Until i commented out clearing of the vector in HkGetPlayers it crashed. So i commented the whole thing since i haven't used the hot-start for a long time. Very strange and frustrating ;\ Anyway, i'll install this version on server now and see how it'll do.
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