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How To Find Engine Drawing Functions Unknowncheats

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  • How to drawing correctly and using engine func in EndScene Hook? How to drawing correctly and using engine func in EndScene Hook?
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    How to cartoon correctly and using engine func in EndScene Claw?
    Old sixth July 2016, 08:16 AM #1

    trialSport

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    How to drawing correctly and using engine func in EndScene Claw?


    How to drawing correctly and using "engine.dll"and "client.dll" functions in EndScene Hook?Help I'm have crash after some fourth dimension of play.

    Can i use SetupBones,GetModel and other in EndScene hook?

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    Old sixth July 2016, x:57 AM #2

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    Quote:

    Originally Posted by trialSport View Post

    Tin can i employ SetupBones,GetModel and other in EndScene hook?

    Suppose so. I use them simply fine.

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    Old 6th July 2016, 11:45 AM #3

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    Quote:

    Originally Posted by MarkHC View Post

    Suppose and then. I use them just fine.

    and no problem with cl_fullupdate? if are you using GetModel?
    .But 2d Box causing crash in EndScene i don't know why, with bots all ok, 0 crash, if I joined to server, playing 2-5 rounds and causing read exception each time for dissimilar reasons
    this code 2nd Box working 100% without issues in PaintTraverse Hook


    Last edited by trialSport; sixth July 2016 at eleven:fifty AM.

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    Old sixth July 2016, 12:05 PM #4

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    The engine functions y'all are calling don't like beeing called from different threads and so the engine thread. Since you lot hooked endscene you lot are calling the engine functions from the d3d thread which tin cause synchronization bug that can issue in fatal crashes. Either you synchronize your d3d thread to the engine thread our y'all manage same kind of thread exchange of data or y'all go back to not hooking d3d functions.

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    Concluding edited by JackD; sixth July 2016 at 02:27 PM.

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    Old 6th July 2016, 12:49 PM #5

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    Quote:

    Originally Posted past JackD View Post

    Either you lot synchronize your d3d thread to the engine thread

    Can u say me, how?

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    Old 6th July 2016, 12:52 PM #half-dozen

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    Quote:

    Originally Posted by trialSport View Post

    Can u say me, how?

    I, too, am curious. Unless you lot process the data on the engine thread

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    Endeavour reading the code you lot're copy pasting starting time.

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    Old 6th July 2016, 12:52 PM #7

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    Im found the reason of some crashes

    Code:

    inline IClientEntity* GetEntity(int i){ return g_pEntityList->GetClientEntity(i); }

    this code causing read exception, wtf..

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    Old 6th July 2016, 01:37 PM #8

    MarkHC

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    Quote:

    Originally Posted past trialSport View Post

    Im plant the reason of some crashes

    Code:

    inline IClientEntity* GetEntity(int i){ return g_pEntityList->GetClientEntity(i); }

    this code causing read exception, wtf..

    That has nada to to with calling frm EndScene or not. Are you sure thats whats causing the crash?

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    Old sixth July 2016, 01:52 PM #9

    trialSport

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    Quote:

    Originally Posted by MarkHC View Post

    That has nothing to to with calling frm EndScene or not. Are you lot sure thats whats causing the crash?

    I'm calling this in DrawModelExecute hook some after some time there is a crash (vs bots all ok) and in EndScene hook crashing.

    just all working ok ~2-3 rounds and then exception in customer.dll or tier0.dll

    I'k bad, only in DrawModelExecute working perfectly, in EndScene sometimes crash

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    Old 6th July 2016, 02:23 PM #10

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    Quote:

    Originally Posted by trialSport View Post

    I'm calling this in DrawModelExecute hook some after some time at that place is a crash (vs bots all ok) and in EndScene claw crashing.

    just all working ok ~two-three rounds and then exception in client.dll or tier0.dll

    I'g bad, simply in DrawModelExecute working perfectly, in EndScene sometimes crash

    debug it

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    Old 6th July 2016, 02:49 PM #11

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    Quote:

    Originally Posted past ReactiioN View Post

    debug it

    Code:

    void __thiscall sub_101C2620(int this) {   int v1; // [electronic mail protected]   volatile signed __int32 *v2; // [email protected]   signed __int32 v3; // [email protected]   int v4; // [e-mail protected]   int v5; // [electronic mail protected]   int v6; // [email protected]   int v7; // [email protected]   int v8; // [email protected]   char v9; // [sp+10h] [bp-60h]@12   int v10; // [sp+1Ch] [bp-54h]@12   int v11; // [sp+2Ch] [bp-44h]@12   int v12; // [sp+3Ch] [bp-34h]@12   char v13; // [sp+40h] [bp-30h]@12    v1 = this;   if ( byte_10A27173 && *(_DWORD *)(this + 228) & 0x800 )   {     v2 = (volatile signed __int32 *)(this + 2496);     v3 = GetCurrentThreadId();     if ( v3 != *v2 && _InterlockedCompareExchange(v2, v3, 0) )     {       _mm_pause();       CThreadFastMutex::Lock(v1 + 2496, v3, 0);     }     else     {       ++*(_DWORD *)(v1 + 2500);     }     v4 = *(_DWORD *)(v1 + 228);     if ( v4 & 0x800 )     {       *(_DWORD *)(v1 + 228) = v4 & 0xFFFFF7FF;       if ( (unsigned __int8)sub_101C59E0(v1 + 768) )       {         sub_10664990(v1 + 208, v1 + 1088);         v5 = v1 + 196;         *(_DWORD *)(v1 + 1100) = *(_DWORD *)(v1 + 172);         *(_DWORD *)(v1 + 1116) = *(_DWORD *)(v1 + 176);         *(_DWORD *)(v1 + 1132) = *(_DWORD *)(v1 + 180);         *(_DWORD *)(v1 + 160) = *(_DWORD *)(v1 + 172);         *(_DWORD *)(v1 + 164) = *(_DWORD *)(v1 + 176);         *(_DWORD *)(v1 + 168) = *(_DWORD *)(v1 + 180);         *(_DWORD *)v5 = *(_DWORD *)(v1 + 208);         *(_DWORD *)(v5 + 4) = *(_DWORD *)(v1 + 212);         *(_DWORD *)(v5 + 8) = *(_DWORD *)(v1 + 216);         sub_10234190();       }       else if ( *(_BYTE *)(v1 + 236) & 1 )       {         sub_101C2440(v1);       }       else       {         sub_10664990(v1 + 208, &v9);         v10 = *(_DWORD *)(v1 + 172);         v11 = *(_DWORD *)(v1 + 176);         v12 = *(_DWORD *)(v1 + 180);         v6 = sub_1017F480(v1 + 768);         sub_101C2620(v6);         sub_101C2540(&v13);         sub_10664380(v1 + 1088);         *(_DWORD *)(v1 + 160) = *(_DWORD *)(v1 + 1100);         *(_DWORD *)(v1 + 164) = *(_DWORD *)(v1 + 1116);         *(_DWORD *)(v1 + 168) = *(_DWORD *)(v1 + 1132);         if ( !(unsigned __int8)sub_10189790(&qword_14F89188) || *(_BYTE *)(v1 + 744) )         {           sub_10663DC0(v1 + 1088, v1 + 196);         }         else         {           v7 = sub_1017F480(v1 + 768);           v8 = (*(int (**)(void))(*(_DWORD *)v7 + 44))();           *(_DWORD *)(v1 + 196) = *(_DWORD *)v8;           *(_DWORD *)(v1 + 200) = *(_DWORD *)(v8 + 4);           *(_DWORD *)(v1 + 204) = *(_DWORD *)(v8 + 8);         }         if ( *(_BYTE *)(v1 + 744) && *(_BYTE *)(sub_1017F480(v1 + 768) + 256) & 8 ) ; read exception  ;184F2843  call        184AF480   ;184F2848  test        byte ptr [eax+100h],eight  // this ;184F284F  je          184F285B   EAX	00000000	 ECX	FFFFFFFF	 EDI	59F9AAE0	            *(_DWORD *)(v1 + 228) |= 0x800u;       }     }     --*(_DWORD *)(v1 + 2500);     if ( !*(_DWORD *)(v1 + 2500) )       _InterlockedExchange(v2, 0);   } }  int __thiscall sub_1017F480(void *this) {   unsigned int v1; // [email protected]   int *v2; // [email protected]   int result; // [e-mail protected]    v1 = *(_DWORD *)this;   if ( v1 == -i || (v2 = &dword_14A4EC94[4 * (unsigned __int16)v1], v2[i] != v1 >> 16) )     issue = 0;   else     upshot = *v2;   render issue; }

    ok, this exception fixed, past

    Code:

    SDK::ClientClass* cClass = pBaseEntity->GetClientClass(); if (!cClass || !cClass->m_pNetworkName || !cClass->m_ClassID) // new 	return; if (!cClass || !cClass->m_pNetworkName) // one-time 	render; switch(cClass->m_ClassID) case CCSPlayer: ....

    only causing old exception (pBaseEntity->GetModel())
    mydll.dll

    Lawmaking:

                                if ( pEntity )   {     pModel = (*(int (__thiscall **)(int))(*(_DWORD *)(pEntity + 4) + 32))(pEntity + four);//read exception ( const model_t pModel = pBaseEntity->GetModel())     if ( pModel )     {       g_pModelInfo = sub_1007F9C0();       pStudioModel = (*(int (__thiscall **)(int, int))(*(_DWORD *)v37 + 120))(g_pModelInfo, pModel);       if ( pStudioModel )       { ... }     } }

    Terminal edited by trialSport; 6th July 2016 at 03:49 PM.

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    Old 7th July 2016, 05:ten AM #12

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