Re: [hlcoders] Variable Memory Location

2006-08-16 Thread lix
Those addresses are probably based in the CLIENT.DLL so you will have to get 
the base
address of the client DLL for them to work for all users; even then next time 
steam updates
the client.dll the locations of the addresses would have changed.

And that's assuming that they arent dynamic.

On 15 Aug 2006 at 13:56, Justin Krenz wrote:

> I already have that part all worked.  I just wanted to customize the
> configuration panel.  I found what I was looking for on my own.  I found
> a program called "TSearch" that lets you watch for changes in memory and
> search for specific variables and was able to easily find the locations
> I was looking for.
>
> Adam "amckern" Mckern wrote:
> > You might want to read config.cfg in the cfg folder,
> > and then apply a bind command in the code IE:
> >
> > if (pPlayer isCommander)
> > {
> > cvar->FindVar("bind q")->SetValue(cc_dropmedpack);
> > }
> >
> > When the users exits what ever it is - i spose it a
> > command console - you execute a backup copy of
> > config.cfg
> >
> > if (pPlyaer isGrunt)
> > {
> > cvar->FindVar("exec")->SetValue(cfg/backup.cfg);
> >
> > Or if they exit the game while still in the console,
> > execute the backup copy on the game shutdown.
> >
> > Adam
> >
> > --- Justin Krenz <[EMAIL PROTECTED]> wrote:
> >
> >> I'm assigning multiple commands to the same key.  I
> >> just want the
> >> keyboard options panel to show that multiple
> >> commands are bound to the
> >> same key.  I'm overwriting whatever the user is
> >> doing in the keyboard
> >> panel since the panel tries to keep only one key
> >> bound to a command.
> >>
> >> Andrew Forsberg wrote:
> >>> Tool tips is my guess.
> >>>
> >>> Or, are you dynamically changing a player's key
> >> bindings? If not, the
> >>> key bindings will be constants on the client,
> >> right?
> >>> On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart
> >> wrote:
>  --
>  [ Picked text/plain from multipart/alternative ]
>  Given that plugins are server sided usually, what
> >> do you plan to accomplish
>  if you can hack that? It isn't just a single
> >> variable you need access to
>  most likely.
> 
>  On 8/14/06, Justin Krenz <[EMAIL PROTECTED]>
> >> wrote:
> >   Specifically, I want to be able to access the
> >> GameUI's key bind list
> > displayed in the keyboard options panel, to
> >> manually tell it what key to
> > show as bound to a command.  All I need to do is
> >> find the memory
> > location where the panel stores the char for
> >> each command in the list.
> >>>
> >>>
> >>> ___
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> >>
> >
> >
> > 
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Re: [hlcoders] Variable Memory Location

2006-08-15 Thread Justin Krenz

I already have that part all worked.  I just wanted to customize the
configuration panel.  I found what I was looking for on my own.  I found
a program called "TSearch" that lets you watch for changes in memory and
search for specific variables and was able to easily find the locations
I was looking for.

Adam "amckern" Mckern wrote:

You might want to read config.cfg in the cfg folder,
and then apply a bind command in the code IE:

if (pPlayer isCommander)
{
cvar->FindVar("bind q")->SetValue(cc_dropmedpack);
}

When the users exits what ever it is - i spose it a
command console - you execute a backup copy of
config.cfg

if (pPlyaer isGrunt)
{
cvar->FindVar("exec")->SetValue(cfg/backup.cfg);

Or if they exit the game while still in the console,
execute the backup copy on the game shutdown.

Adam

--- Justin Krenz <[EMAIL PROTECTED]> wrote:


I'm assigning multiple commands to the same key.  I
just want the
keyboard options panel to show that multiple
commands are bound to the
same key.  I'm overwriting whatever the user is
doing in the keyboard
panel since the panel tries to keep only one key
bound to a command.

Andrew Forsberg wrote:

Tool tips is my guess.

Or, are you dynamically changing a player's key

bindings? If not, the

key bindings will be constants on the client,

right?

On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart

wrote:

--
[ Picked text/plain from multipart/alternative ]
Given that plugins are server sided usually, what

do you plan to accomplish

if you can hack that? It isn't just a single

variable you need access to

most likely.

On 8/14/06, Justin Krenz <[EMAIL PROTECTED]>

wrote:

  Specifically, I want to be able to access the

GameUI's key bind list

displayed in the keyboard options panel, to

manually tell it what key to

show as bound to a command.  All I need to do is

find the memory

location where the panel stores the char for

each command in the list.



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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Adam \"amckern\" Mckern
You might want to read config.cfg in the cfg folder,
and then apply a bind command in the code IE:

if (pPlayer isCommander)
{
cvar->FindVar("bind q")->SetValue(cc_dropmedpack);
}

When the users exits what ever it is - i spose it a
command console - you execute a backup copy of
config.cfg

if (pPlyaer isGrunt)
{
cvar->FindVar("exec")->SetValue(cfg/backup.cfg);

Or if they exit the game while still in the console,
execute the backup copy on the game shutdown.

Adam

--- Justin Krenz <[EMAIL PROTECTED]> wrote:

> I'm assigning multiple commands to the same key.  I
> just want the
> keyboard options panel to show that multiple
> commands are bound to the
> same key.  I'm overwriting whatever the user is
> doing in the keyboard
> panel since the panel tries to keep only one key
> bound to a command.
>
> Andrew Forsberg wrote:
> > Tool tips is my guess.
> >
> > Or, are you dynamically changing a player's key
> bindings? If not, the
> > key bindings will be constants on the client,
> right?
> >
> > On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart
> wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Given that plugins are server sided usually, what
> do you plan to accomplish
> >> if you can hack that? It isn't just a single
> variable you need access to
> >> most likely.
> >>
> >> On 8/14/06, Justin Krenz <[EMAIL PROTECTED]>
> wrote:
> >>>   Specifically, I want to be able to access the
> GameUI's key bind list
> >>> displayed in the keyboard options panel, to
> manually tell it what key to
> >>> show as bound to a command.  All I need to do is
> find the memory
> >>> location where the panel stores the char for
> each command in the list.
> >>>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or
> view the list archives, please visit:
> >
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
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>
>



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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz

I'm assigning multiple commands to the same key.  I just want the
keyboard options panel to show that multiple commands are bound to the
same key.  I'm overwriting whatever the user is doing in the keyboard
panel since the panel tries to keep only one key bound to a command.

Andrew Forsberg wrote:

Tool tips is my guess.

Or, are you dynamically changing a player's key bindings? If not, the
key bindings will be constants on the client, right?

On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote:

--
[ Picked text/plain from multipart/alternative ]
Given that plugins are server sided usually, what do you plan to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.

On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote:

  Specifically, I want to be able to access the GameUI's key bind list
displayed in the keyboard options panel, to manually tell it what key to
show as bound to a command.  All I need to do is find the memory
location where the panel stores the char for each command in the list.





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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz

I'm not writing a plug-in.  I have a normal mod.  I'm accomplishing the
ability to bind the same key to multiple commands from within the config
panel.

Jeremy Swigart wrote:

--
[ Picked text/plain from multipart/alternative ]
Given that plugins are server sided usually, what do you plan to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.

On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote:

I know plug-in writers can help me on this one.  How do you go about
finding the memory location of a variable you don't have access to?  I
assume there's some way in Visual Studio to take a snapshot of a certain
memory range and compare changes once you've indirectly changed the
hidden variable, or does it have to be done in a more advanced debugger?
  Specifically, I want to be able to access the GameUI's key bind list
displayed in the keyboard options panel, to manually tell it what key to
show as bound to a command.  All I need to do is find the memory
location where the panel stores the char for each command in the list.

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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Andrew Forsberg
Tool tips is my guess.

Or, are you dynamically changing a player's key bindings? If not, the
key bindings will be constants on the client, right?

On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Given that plugins are server sided usually, what do you plan to accomplish
> if you can hack that? It isn't just a single variable you need access to
> most likely.
>
> On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote:
> >   Specifically, I want to be able to access the GameUI's key bind list
> > displayed in the keyboard options panel, to manually tell it what key to
> > show as bound to a command.  All I need to do is find the memory
> > location where the panel stores the char for each command in the list.
> >



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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Given that plugins are server sided usually, what do you plan to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.

On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote:
>
> I know plug-in writers can help me on this one.  How do you go about
> finding the memory location of a variable you don't have access to?  I
> assume there's some way in Visual Studio to take a snapshot of a certain
> memory range and compare changes once you've indirectly changed the
> hidden variable, or does it have to be done in a more advanced debugger?
>   Specifically, I want to be able to access the GameUI's key bind list
> displayed in the keyboard options panel, to manually tell it what key to
> show as bound to a command.  All I need to do is find the memory
> location where the panel stores the char for each command in the list.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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[hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz

I know plug-in writers can help me on this one.  How do you go about
finding the memory location of a variable you don't have access to?  I
assume there's some way in Visual Studio to take a snapshot of a certain
memory range and compare changes once you've indirectly changed the
hidden variable, or does it have to be done in a more advanced debugger?
 Specifically, I want to be able to access the GameUI's key bind list
displayed in the keyboard options panel, to manually tell it what key to
show as bound to a command.  All I need to do is find the memory
location where the panel stores the char for each command in the list.

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