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.
>>>>>>>>>>
>>>>>>>>>>
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