Sound esp tutorial

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Sound esp tutorial

楼层直达
作弊辅导员_h

ZxID:1019634

等级: 元老
定做作弊器
举报 只看楼主 使用道具 楼主   发表于: 2007-07-25 0
main.cpp
search for: Code:

//GenericPatch soundPatch;

you will see these lines under that Code:

//static void* stackret=0;
//static DWORD sound_reloc_addr1=0;
//void PreS_DynamicSound(const DWORD a,const DWORD entindex,const DWORD c,const char*const sample,const float*const origin,DWORD f,const DWORD g,const DWORD h);

now what u need to do is uncomment them all so make it look like Code:
 
GenericPatch soundPatch;
static void* stackret=0;
static DWORD sound_reloc_addr1=0;
void PreS_DynamicSound(const DWORD a,const DWORD entindex,const DWORD c,const char*const sample,const float*const origin,DWORD f,const DWORD g,const DWORD h);

now scroll down untill u see: Code:

/*__declspec(naked) void JumpGate_DynamicSound()
{
    __asm{
        // 8 args on stack
        call PreS_DynamicSound; 

        // exec caller instructions & jump back
        sub esp,0x48;
       
        mov  eax, soundPatch.patchloc;
        add  eax, soundPatch.patchsize;
        push eax;
       
        mov  eax,sound_reloc_addr1;
        mov  eax,[eax];

        ret;
    }
}
*/

make it look like this: Code:

__declspec(naked) void JumpGate_DynamicSound()
{
    __asm{
        // 8 args on stack
        call PreS_DynamicSound; 

        // exec caller instructions & jump back
        sub esp,0x48;
       
        mov  eax, soundPatch.patchloc;
        add  eax, soundPatch.patchsize;
        push eax;
       
        mov  eax,sound_reloc_addr1;
        mov  eax,[eax];

        ret;
    }
}

then u will see: Code:

/*bool detour_S_DynamicSound()
{
        static bool applied = false;
        if( applied )  { return true; }
        applied = true;
        //assert(stackret);

        BYTE* offs = (BYTE*)0x01D955E0;
        BYTE* sig  = (BYTE*)"x83xECx48xA1x00x00x00x00";
        char* mask  = "xxxx????";

        if(!soundPatch.find_location(offs,sig,mask))
        {
                OGCmessage("&bSound Patch Failed!", stackret);
                return false;
        }
       
        // prepare patch:
        soundPatch.patchdata[0]=0x68;
        *(DWORD*)(soundPatch.patchdata+1) = (DWORD) JumpGate_DynamicSound;
        soundPatch.patchdata[5]=0xC3;
        soundPatch.patchdata[6]=0x90;
        soundPatch.patchdata[7]=0x90;

        // relocated addr needed in detour
        sound_reloc_addr1 = *(DWORD*)(soundPatch.backup+4);

        soundPatch.apply();
        OGCmessage( "&bSound Patch Applied Successfully!\n");
        return true;
}
*/

make it look like this: Code:

bool detour_S_DynamicSound()
{
        static bool applied = false;
        if( applied )  { return true; }
        applied = true;
        //assert(stackret);

        BYTE* offs = (BYTE*)0x01D955E0;
        BYTE* sig  = (BYTE*)"x83xECx48xA1x00x00x00x00";
        char* mask  = "xxxx????";

        if(!soundPatch.find_location(offs,sig,mask))
        {
                OGCmessage("&bSound Patch Failed!", stackret);
                return false;
        }
       
        // prepare patch:
        soundPatch.patchdata[0]=0x68;
        *(DWORD*)(soundPatch.patchdata+1) = (DWORD)JumpGate_DynamicSound;
        soundPatch.patchdata[5]=0xC3;
        soundPatch.patchdata[6]=0x90;
        soundPatch.patchdata[7]=0x90;

        // relocated addr needed in detour
        sound_reloc_addr1 = *(DWORD*)(soundPatch.backup+4);

        soundPatch.apply();
        OGCmessage( "&bSound Patch Applied Successfully!\n");
        return true;
}

now for the offset change all u have to do is change this part Code:

BYTE* offs = (BYTE*)0x01D955E0;  ( this offset pertains to 3/23/04 )

now open up client.cpp and go down to your onlyhook function

you will see this: Code:

//bool detour_S_DynamicSound();
//detour_S_DynamicSound();

uncomment them and make it look like Code:

bool detour_S_DynamicSound();
detour_S_DynamicSound();

now for ur hacks cfg just use these
sounddisplay 2
soundfilter 4 // 0=no sound markers 1=non-visible players 2=cur aiming team 3=all players
soundtol 200 // max distance from sound origin to entity. 200 worx best
soundtime 1.0 // how long sound markers stay
soundmax 10 // maximum number of sound markers displayed

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