Yes, it does, at the request of plugins as a deconfliction layer. -dvander
On 4/13/10 11:20 AM, Saul Rennison wrote: > They can't use surface externally because when do you know how to paint? You > can only paint when VGUI is painting. Plus how would that work for > non-Source games. > > Side note: does SourceHook use VTable hooks? > > Thanks, > - Saul. > > > On 13 April 2010 14:19, HL-SDK Synths<syntron...@gmail.com> wrote: > >> I might have been mistaken, I don't know too much about vtables. I've heard >> some people talk of having to do it the hard way (taking the object-level >> vtable pointer and editing it to redirect to an entirely new table, as >> defined by the cheat/application/utility). Either way, my code does >> temporarily modify the memory protection on certain addresses in order to >> hook and unhook these tables. But like it has been mentioned before - so do >> programs that draw in-game like FRAPS. (steam overlay does not, to my >> knowledge. They use the surface interface, and may even create a panel, but >> I think they just use ISurface externally.) >> >> But what do you mean by untrusted code? Anything that wasn't created by >> Valve software? How would they add new modules to the whitelist, because I >> have heard (I don't use them) that antiviruses inject themselves into >> running processes to detect security threats. >> >> >> On Tue, Apr 13, 2010 at 3:23 AM, David Anderson<dvan...@alliedmods.net >>> wrote: >> >>> > modifications to this static, read-only .code section. Checking .data >>> for >>> > modifications? You'll have your work cut out for you. >>> >>> vtables in my MSVC go in .rdata. Even if they were in .data, you could >>> take the resulting PDBs and build verification inputs. >>> >>> -dvander >>> >>> On 4/12/10 7:25 PM, HL-SDK Synths wrote: >>>> Hi, memory editing under certain circumstances is safe. >>>> >>>> Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table >>>> These are used as lookup tables of functions related to an entity or >>>> interface of sorts. The client (client.dll) provides an interface that >>>> contains a function that constructs a CUserCMD to send/sync to/with the >>>> server. Either way, suppose I have the base of this table (mind you, >> this >>> is >>>> in the .data section while the program is running, not .code - I >> believe >>>> that may be the point of VMTs but I am no CS major), and I have the >>> offset >>>> into the table of the function I want. It is not impossible to save the >>>> pointer to the original function, and "detour" the call through my own >>> code >>>> (in a separate module loaded into the game process). >>>> >>>> Alternatively, if I were to get the spread calculation CODE and >> overwrite >>>> that in memory with NOPs, that would get me banned rather quickly (I >>> hope!). >>>> The reason for this is that it shouldn't be hard for someone to check >> for >>>> modifications to this static, read-only .code section. Checking .data >> for >>>> modifications? You'll have your work cut out for you. >>>> >>>> Hooking VIA MS Detours (great for winAPI redirection and semi-legit >>> uses): >>>> DETECTED >>>> VMT Hooks: UNDETECTED >>>> >>>> @Keeper - that is not the case, I have created (and there exist by >>> others) >>>> legitimate programs that inject into games and hook D3D functions (in >>> order >>>> to draw graphics in-game). >>>> Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does >>> this, >>>> etc. >>>> >>>> On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennison<saul.renni...@gmail.com >>>> wrote: >>>> >>>>> Well what does trigger VAC then. >>>>> >>>>> Thanks, >>>>> - Saul. >>>>> >>>>> >>>>> On 12 April 2010 22:09, w4rezz<w4r...@gmail.com> wrote: >>>>> >>>>>> Modifying game memory will NOT trigger in VAC ban. Proof: >>>>>> http://kartoffel-hack.com/ >>>>>> >>>>>> 2010/4/12 Saul Rennison<saul.renni...@gmail.com>: >>>>>>> Yes, the point is: modifying game memory (hooking functions, etc.) >>> will >>>>>>> still trigger VAC. >>>>>>> >>>>>>> Thanks, >>>>>>> - Saul. >>>>>>> >>>>>>> >>>>>>> On 12 April 2010 21:10, HL-SDK Synths<syntron...@gmail.com> wrote: >>>>>>> >>>>>>>> I have the hotdogs, let's now find some sticks on which to roast >>> them. >>>>>>>> >>>>>>>> Hi, I am the author of the post on G-D you linked to. I appreciate >>>>> what >>>>>> you >>>>>>>> have worked for, I truly do. It is unfortunate that more methods >> are >>>>> not >>>>>>>> available to you (it seems that simple by-name querying is as far >> as >>>>> it >>>>>>>> goes). >>>>>>>> >>>>>>>> As for bans, I'd like to clarify that using the plugin interface is >>> no >>>>>> way >>>>>>>> at all ban proof. If I decide to overwrite game code, I can expect >> a >>>>>> ban. >>>>>>>> If >>>>>>>> this "proofen" status was the case, I would be acting like Hatter >>> does >>>>>> on >>>>>>>> Assault Cube: >>>>>>>> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om >>>>>>>> >>>>>>>> Headshotting the wntire team all at once without moving. Enough >>>>>> hyperbole. >>>>>>>> >>>>>>>> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO >>> SAFER. >>>>>>>> *The only benefit is the interface which provides load and unload. >> I >>>>> can >>>>>> do >>>>>>>> all of that with an extra plugin emulating the VSP interface. You >>> have >>>>>> done >>>>>>>> a good job of blocking namestealers and people who abuse sourcemod, >>>>> and >>>>>> for >>>>>>>> that I am sure many servers are more playable.* >>>>>>>> * >>>>>>>> I have no analogies. >>>>>>>> >>>>>>>> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane<1nsane...@gmail.com> >> wrote: >>>>>>>> >>>>>>>>> Bad analogy?! Perfect analogy! >>>>>>>>> >>>>>>>>> On Mon, Apr 12, 2010 at 2:53 PM, ics<i...@ics-base.net> wrote: >>>>>>>>> >>>>>>>>>> If you say that to an alzheimer patient, you have to say it >> again, >>>>>> and >>>>>>>>>> again, and again and they each time you say that, they forget it >>>>>> soon >>>>>>>>>> after. Ok ok, bad analogy but they aren't really paying attention >>>>> or >>>>>> it >>>>>>>>>> would be fixed already, along with all the other exploits in the >>>>>>>> engine. >>>>>>>>>> >>>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>> archives, >>>>>>>>> please visit: >>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> To unsubscribe, edit your list preferences, or view the list >>> archives, >>>>>>>> please visit: >>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>>>>>>> >>>>>>> _______________________________________________ >>>>>>> To unsubscribe, edit your list preferences, or view the list >> archives, >>>>>> please visit: >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> To unsubscribe, edit your list preferences, or view the list >> archives, >>>>>> please visit: >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds