THREAD: How to call raw GSC Functions in an .sprx. Also, how to do waitill xD [RELEASE]
  1. 03-09-2015, 09:14 PM
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    Sup guys, if you don't know me, good. I'm from xbox xD. My alias is Maybe Ethernet. I'll be showing you how to call raw gsc functions in your dll/sprx.

    Ok so first we want to get our basic functions

    int Scr_SetParameters(unsigned int Num){
    return *(int*)(0x13C3140 + 0x203Cool Man (aka Tustin) = Num;
    }
    //This will set the parameter number

    struct opd_s{
    uint Sub;
    uint Toc;
    };


    opd_s ParseAddr(int Address){
    opd_s GLS = { Address, 0x724C38 };
    return GLS;
    }
    //TOC

    Next we want to get all the Scr_Add functions together
    #define Scr_AddInt(Value) ((void(*)(int))&ParseAddr(0x20C60Cool Man (aka Tustin))(Value)
    #define Scr_AddFloat(Value) ((void(*)(float))&ParseAddr(0x20C5C0))(Value)
    #define Scr_AddString(String) ((void(*)(const char*))&ParseAddr(0x20C42Cool Man (aka Tustin))(String)
    #define Scr_AddEntity(Entity) ((void(*)(int))&ParseAddr(0x1B7700))(Entity)
    #define Scr_AddVector(Vec) ((void(*)(const float*))&ParseAddr(0x20C330))(Vec)


    Now to explain how to actually use these, we're going to use GScr_Earthquake as an example which is located at 0x1A80E8.

    Here's how we do this.

    First:
    #define Scr_ClearOutParams() ((void(*)(void))&ParseAddr(0x20C19Cool Man (aka Tustin))()


    void GScr_Earthquake(float scale, float duration, float* source, float radius){
    Scr_AddFloat(radius);
    Scr_AddVector(source);
    Scr_AddFloat(duration);
    Scr_AddFloat(scale);
    Scr_SetParameters(4); //See how I set the parameter number after I finish calling the Scr_Adds?
    ((void(*)())&ParseAddr(0x1A80ECool Man (aka Tustin))(); //Call the actual function
    //((void(*)(int))&ParseAddr(0x1A80ECool Man (aka Tustin))(ClientID << 16); //Only call this one if the one above doesn't work.
    Scr_ClearOutParams();
    }


    See how I called the Scr_Adds from the last parameter to the 1st one? Well you have to do that, idk why really.

    Now on to the hook. You need somewhere to call these right? Well your answer is: VM_Resume - 0x2E69C4.

    Method to hook: hookFunctionStart - Credit to Xx jAmes t xX for porting this Smile

    void PatchInJump(int Address, int Destination){
    int FuncBytes[4];
    Destination = *(int*)Destination;
    FuncBytes[0] = 0x3D600000 + ((Destination >> 16) & 0xFFFF);
    if(Destination & 0x8000) FuncBytes[0] += 1;
    FuncBytes[1] = 0x396B0000 + (Destination & 0xFFFF);
    FuncBytes[2] = 0x7D6903A6;
    FuncBytes[3] = 0x4E800420;
    Memcpy((void*)Address, FuncBytes, 4*4);
    }


    void hookFunctionStart(int Address, int saveStub, int Destination){ //Works on every game
    saveStub = *(int*)saveStub;
    int BranchtoAddress = Address + (4*4);
    int StubData[8];
    StubData[0] = 0x3D600000 + ((BranchtoAddress >> 16) & 0xFFFF);
    if(BranchtoAddress & 0x8000) StubData[0] += 1;
    StubData[1] = 0x396B0000 + (BranchtoAddress & 0xFFFF);
    StubData[2] = 0x7D6903A6;
    Memcpy(&StubData[3], (void*)Address, 4*4);
    StubData[7] = 0x4E800420;
    Memcpy((void*)saveStub, StubData, 8*4);
    PatchInJump(Address, Destination);
    }


    Now our function hook

    void VM_ResumeStub(int TimeId){
    __asm("li %r3, 0x3");
    }


    void VM_ResumeHook(int TimeId){ // If this doesn't work, hook int VM_Execute() - 0x20CC08 with hookFunctionStart
    //You would call GScr_Earthquake here. Obv not in the loop. Make sure you implement a check in here to make it // get called once
    VM_ResumeStub(TimeId);
    }


    To call our hook we do
    hookFunctionStart(0x210A48, (int)VM_ResumeStub, (int)VM_ResumeHook);

    Make sure you call that about 2 seconds after your thread is executed.


    Now that's it. Smile Also, you can call other things like:

    PlayerCmd_ClonePlayer
    PlayerCmd_Suicide
    Player_Die
    G_RadiusDamage
    GScr_NotifyOnPlayerCommand //Someone find this for me on ghosts pls ;-;
    G_Damage
    and many more!

    Now on to waitill. Pretty easy tbh.

    First
    #define SL_ConvertToString(StringValue) ((const char*(*)(unsigned short))ParseAddr(0x200280))(StringValue)


    hookFunctionStart(0x20B7C8, (int)VM_NotifyStub, (int)VM_NotifyHook);


    void VM_NotifyStub(unsigned int self, short Stringvalue, unsigned int Paramcount){
    __asm("li %r3, 0x4");
    }


    void VM_NotifyHook(unsigned int self, short Stringvalue, unsigned int Paramcount){
    //Now if we wanted to monitor onPlayerSpawned we do
    int ClientID = ((int(*)(int))&ParseAddr(0x201F90))(self); //Scr_GetSelf
    const char* Notify = SL_ConvertToString(Stringvalue);
    if(!strcmp(Notify, "spawned_player")){
    //Executed on spawn. This monitors for ANY CLIENT THAT SPAWNS!
    GScr_Earthquake(0.6f, 2, (float*)(Playerstate() + 0x1C), 800); //Yes you can call this in V
    }
    VM_NotifyStub(self, Stringvalue, Paramcount);
    }


    That's pretty much it :P This works for all cods the same way as it works for this. Just update the offsets.
    Last edited by Ambition sG ; 03-09-2015 at 11:27 PM.

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  3. 08-07-2015, 01:30 PM
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    so whenever i try to call PlayerCMD_SayAll the Text string does not show up? It would say my name but not the text i put
  4. 03-01-2016, 06:22 PM
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    Originally Posted by Ambition View Post
    Sup guys, if you don't know me, good. I'm from xbox xD. My alias is Maybe Ethernet. I'll be showing you how to call raw gsc functions in your dll/sprx.

    Ok so first we want to get our basic functions

    int Scr_SetParameters(unsigned int Num){
    return *(int*)(0x13C3140 + 0x203Cool Man (aka Tustin) = Num;
    }
    //This will set the parameter number

    struct opd_s{
    uint Sub;
    uint Toc;
    };


    opd_s ParseAddr(int Address){
    opd_s GLS = { Address, 0x724C38 };
    return GLS;
    }
    //TOC

    Next we want to get all the Scr_Add functions together
    #define Scr_AddInt(Value) ((void(*)(int))&ParseAddr(0x20C60Cool Man (aka Tustin))(Value)
    #define Scr_AddFloat(Value) ((void(*)(float))&ParseAddr(0x20C5C0))(Value)
    #define Scr_AddString(String) ((void(*)(const char*))&ParseAddr(0x20C42Cool Man (aka Tustin))(String)
    #define Scr_AddEntity(Entity) ((void(*)(int))&ParseAddr(0x1B7700))(Entity)
    #define Scr_AddVector(Vec) ((void(*)(const float*))&ParseAddr(0x20C330))(Vec)


    Now to explain how to actually use these, we're going to use GScr_Earthquake as an example which is located at 0x1A80E8.

    Here's how we do this.

    First:
    #define Scr_ClearOutParams() ((void(*)(void))&ParseAddr(0x20C19Cool Man (aka Tustin))()


    void GScr_Earthquake(float scale, float duration, float* source, float radius){
    Scr_AddFloat(radius);
    Scr_AddVector(source);
    Scr_AddFloat(duration);
    Scr_AddFloat(scale);
    Scr_SetParameters(4); //See how I set the parameter number after I finish calling the Scr_Adds?
    ((void(*)())&ParseAddr(0x1A80ECool Man (aka Tustin))(); //Call the actual function
    //((void(*)(int))&ParseAddr(0x1A80ECool Man (aka Tustin))(ClientID << 16); //Only call this one if the one above doesn't work.
    Scr_ClearOutParams();
    }


    See how I called the Scr_Adds from the last parameter to the 1st one? Well you have to do that, idk why really.

    Now on to the hook. You need somewhere to call these right? Well your answer is: VM_Resume - 0x2E69C4.

    Method to hook: hookFunctionStart - Credit to Xx jAmes t xX for porting this Smile

    void PatchInJump(int Address, int Destination){
    int FuncBytes[4];
    Destination = *(int*)Destination;
    FuncBytes[0] = 0x3D600000 + ((Destination >> 16) & 0xFFFF);
    if(Destination & 0x8000) FuncBytes[0] += 1;
    FuncBytes[1] = 0x396B0000 + (Destination & 0xFFFF);
    FuncBytes[2] = 0x7D6903A6;
    FuncBytes[3] = 0x4E800420;
    Memcpy((void*)Address, FuncBytes, 4*4);
    }


    void hookFunctionStart(int Address, int saveStub, int Destination){ //Works on every game
    saveStub = *(int*)saveStub;
    int BranchtoAddress = Address + (4*4);
    int StubData[8];
    StubData[0] = 0x3D600000 + ((BranchtoAddress >> 16) & 0xFFFF);
    if(BranchtoAddress & 0x8000) StubData[0] += 1;
    StubData[1] = 0x396B0000 + (BranchtoAddress & 0xFFFF);
    StubData[2] = 0x7D6903A6;
    Memcpy(&StubData[3], (void*)Address, 4*4);
    StubData[7] = 0x4E800420;
    Memcpy((void*)saveStub, StubData, 8*4);
    PatchInJump(Address, Destination);
    }


    Now our function hook

    void VM_ResumeStub(int TimeId){
    __asm("li %r3, 0x3");
    }


    void VM_ResumeHook(int TimeId){ // If this doesn't work, hook int VM_Execute() - 0x20CC08 with hookFunctionStart
    //You would call GScr_Earthquake here. Obv not in the loop. Make sure you implement a check in here to make it // get called once
    VM_ResumeStub(TimeId);
    }


    To call our hook we do
    hookFunctionStart(0x210A48, (int)VM_ResumeStub, (int)VM_ResumeHook);

    Make sure you call that about 2 seconds after your thread is executed.


    Now that's it. Smile Also, you can call other things like:

    PlayerCmd_ClonePlayer
    PlayerCmd_Suicide
    Player_Die
    G_RadiusDamage
    GScr_NotifyOnPlayerCommand //Someone find this for me on ghosts pls ;-;
    G_Damage
    and many more!

    Now on to waitill. Pretty easy tbh.

    First
    #define SL_ConvertToString(StringValue) ((const char*(*)(unsigned short))ParseAddr(0x200280))(StringValue)


    hookFunctionStart(0x20B7C8, (int)VM_NotifyStub, (int)VM_NotifyHook);


    void VM_NotifyStub(unsigned int self, short Stringvalue, unsigned int Paramcount){
    __asm("li %r3, 0x4");
    }


    void VM_NotifyHook(unsigned int self, short Stringvalue, unsigned int Paramcount){
    //Now if we wanted to monitor onPlayerSpawned we do
    int ClientID = ((int(*)(int))&ParseAddr(0x201F90))(self); //Scr_GetSelf
    const char* Notify = SL_ConvertToString(Stringvalue);
    if(!strcmp(Notify, "spawned_player")){
    //Executed on spawn. This monitors for ANY CLIENT THAT SPAWNS!
    GScr_Earthquake(0.6f, 2, (float*)(Playerstate() + 0x1C), 800); //Yes you can call this in V
    }
    VM_NotifyStub(self, Stringvalue, Paramcount);
    }


    That's pretty much it :P This works for all cods the same way as it works for this. Just update the offsets.


    Some one knows How to patch the R13 like xx james t xx to use gsc functions outside a hook
  5. 03-01-2016, 07:50 PM
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    Originally Posted by JM View Post
    Some one knows How to patch the R13 like xx james t xx to use gsc functions outside a hook


    You are best to hook into a game function instead of trying to use a ppu thread, plus i remake every playercmd/scr/gscr function i use so it runs as if it's it own function

    like playercmd_iprintln or whatever it is it pointless as poop to use scr_addstring to call it when u can just use servercommand

    u can exec stuff from any function mostly no need to patch anything
  6. 03-02-2016, 03:46 AM
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    Originally Posted by SC58 View Post
    You are best to hook into a game function instead of trying to use a ppu thread, plus i remake every playercmd/scr/gscr function i use so it runs as if it's it own function

    like playercmd_iprintln or whatever it is it pointless as poop to use scr_addstring to call it when u can just use servercommand

    u can exec stuff from any function mostly no need to patch anything


    hooks For me are unstable and causes some freeze :/ and It kills my style vibe that's why I was gonna try
    GSCR functions sucks might as well call The G_ functions gscr calls G_giveweapon etc G_setfog and the others
    Originally Posted by SC58 View Post
    Plus i remake every playercmd/scr/gscr function i use so it runs as if it's it own function

    what do you mean ?
    Like you read Ppc to make something similar in C++ ?
  7. 03-02-2016, 03:54 AM
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    Originally Posted by JM View Post
    hooks For me are unstable and causes some freeze :/ and It kills my style vibe that's why I was gonna try
    GSCR functions sucks might as well call The G_ functions gscr calls G_giveweapon etc G_setfog and the others

    what do you mean ?
    Like you read Ppc to make something similar in C++ ?


    yeah, matter what you hook for it to be unstable plus how your coding is for a delay maybe
  8. 03-02-2016, 03:44 PM
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    Originally Posted by SC58 View Post
    yeah, matter what you hook for it to be unstable plus how your coding is for a delay maybe


    Hay can you add me on skype like I feel no one can help in this forum anymore except a few cuz I start doing weird shit in ppc and trying new stuff mind adding me Skype:Jo-Milk
    thanks
  9. 04-28-2016, 11:03 PM
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    Originally Posted by SC58 View Post
    You are best to hook into a game function instead of trying to use a ppu thread, plus i remake every playercmd/scr/gscr function i use so it runs as if it's it own function

    like playercmd_iprintln or whatever it is it pointless as poop to use scr_addstring to call it when u can just use servercommand

    u can exec stuff from any function mostly no need to patch anything


    remake Player_Die so it actually works instead of freezing
  10. 04-29-2016, 12:59 AM
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    Originally Posted by ItzMatriix View Post
    remake Player_Die so it actually works instead of freezing


    Player_Die works perfectly fine lol
    You have to call it in Scr_Notify/VM_Notify
  11. 04-29-2016, 03:58 AM
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    Originally Posted by mrtn View Post
    Player_Die works perfectly fine lol
    You have to call it in Scr_Notify/VM_Notify


    I do, and it still freezes.