Those functions should be cdecl, and the only problem with using them is that they're too small to pattern scan for.
I seen them and documented them, but they're really fairly useless unless you update manually each patch.
I seen them also ie : "g_view" , refrences to pointer, still give u +rep for reversing nomster , tho kolby is right its not a thiscall you will see the pointer moved into ecx for a thiscall as the first parameter
well the only scenario i can see would be + 0x14 changed then it would be useful then
Last edited by fatboy88; 18th May 2011 at 07:23 PM.
hm its looks like drawing but nobody know going test it
EDIT:
Code:
typedef void ( __thiscall *lpDrawText )( int iFontID, char* cText, int iX, int iY, unsigned long ulColor );
lpDrawText DrawText;
DrawString = ( lpDrawText )( 0x00B23FF0 );
DrawText( 0, "Text by engine", 30, 30, D3DCOLOR_XRGB( 0, 255, 0 ) );
didnt tested, just wrote it, i cant test it now, maybe it wrong idk
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Last edited by TIGERHax; 19th May 2011 at 06:24 PM.
Hahaha, that's funny; I tested both Text functions yesterday and had no luck.
Prototypes I tested..
Code:
int ( __cdecl* _DrawText )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, char*, int, int, unsigned long ) )0xB23FF0;
int ( __cdecl* _DrawTextU )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, wchar_t*, int, int, unsigned long ) )0xB23FF0;
int ( __stdcall* _DrawTexta )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __stdcall* )( int, char*, int, int, unsigned long ) )0xB47190;
int ( __stdcall* _DrawTextUa )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __stdcall* )( int, wchar_t*, int, int, unsigned long ) )0xB47190;
It may just be that calling it from EndScene won't work.
I had stuff to do so I didn't get to test it much, but I could test it more today.
Last edited by kolbybrooks; 19th May 2011 at 07:39 PM.
Hahaha, that's funny; I tested both Text functions yesterday and had no luck.
Prototypes I tested..
Code:
int ( __cdecl* _DrawText )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, char*, int, int, unsigned long ) )0xB23FF0;
int ( __cdecl* _DrawTextU )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, wchar_t*, int, int, unsigned long ) )0xB23FF0;
int ( __cdecl* _DrawTexta )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, char*, int, int, unsigned long ) )0xB47190;
int ( __cdecl* _DrawTextUa )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, wchar_t*, int, int, unsigned long ) )0xB47190;
It may just be that calling it from EndScene won't work, but then again call the a functions ( The function that's called from 0xB23FF0 ) and it crashes the game.
I had stuff to do so I didn't get to test it much, but I could test it more today.
maybe i called it in endscene = nothing 2x
changed other crash
Because IDA says they are ints. You could probably just use void though. I tried to call those as well without luck, detoured the first function but never triggered.
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Because IDA says they are ints. You could probably just use void though. I tried to call those as well without luck, detoured the first function but never triggered.
i using olly xD but i used voids and thiscall was nothing and at cdecl crash :S
going try tomorow call it using asm :S
I edited my post; I made a mistake because the second functions aren't __cdecl, They're __stdcall. But it makes no difference, no text is drawn ( At least it doesn't crash though ).
I checked out the function; It takes a wchar_t ( Which should have been obvious since I had seen the swprintf earlier ). Only problem I see is that the functions never get called, and may be part of the Scaleform GFx DrawText API.
If it's part of the Scaleform API it could be an issue of where it's being drawn and/or draw states. But if anyone could figure it out, that'd be cool .
I wanted decent looking fonts ( Eww D3DXFont ), but I'm not going to mess with loading my own scaleform work into the game. I think I'm going to end up writing my own Bitmap font renderer anyways.
Slowly reversing this found a link list type shit with a pointer to the object type buggy as shit
local will be "Avatar" other players will be "Vehicle"
Code:
class Local
{
public:
****char unknown0[20]; //0x0000
****LocalCoord* first; //0x0014 *
********
};
class LocalCoord
{
public:
****char unknown0[16]; //0x0000
****D3DXVECTOR3 pos;
****char unknown28[24]; //0x001C
****Ent* pEnt; //0x0034 *
****char unknown56[140]; //0x0038
****LocalCoord* pNext; //0x00C4 *
** * * *LocalCoord* pNext; //0x00C8//this one is better i think atm
};
class Ent
{
public:
****Type* pType; //0x0000 *
********
};
class Type
{
public:
****char unknown0[8]; //0x0000
****char ObjType[16]; //0x0008 *
********
};
Good afternoon professionals! Who can give a ready ESP hack for this game? "I do not understand these codes and do not even know how to collect them. Give someone a link to the ESP hack working under version 6.4. For earlier thanks
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