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. 04-29-2016, 10:29 AM
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    Originally Posted by ItzMatriix View Post
    I do, and it still freezes.


    If you're trying to use Player_Die for suicide it will freeze you, otherwise it works fine
  4. 04-29-2016, 04:57 PM
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    Originally Posted by mrtn View Post
    If you're trying to use Player_Die for suicide it will freeze you, otherwise it works fine


    im not trying to use it for that though? only thing i could think off then is a parameter is wrong but idk what the correct ones would be then
  5. 06-24-2016, 12:22 AM
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    says Playerstate is undefined
  6. 10-01-2016, 11:31 PM
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    Would anyone know the reason behind getting 'Parameter 1 does not exist' ?
    I tried calling the earthquake function got this error,
    and made PlayerCMD_SayAll and didn't get a message leading me to believe it won't register the parameters.
  7. 10-02-2016, 12:16 AM
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    Originally Posted by SNMT View Post
    Would anyone know the reason behind getting 'Parameter 1 does not exist' ?
    I tried calling the earthquake function got this error,
    and made PlayerCMD_SayAll and didn't get a message leading me to believe it won't register the parameters.


    How are you calling those functions?
  8. 10-02-2016, 12:57 AM
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    Originally Posted by mrtn View Post
    How are you calling those functions?



    I got it working by using Shark's hook and sv_adds.
  9. 10-02-2016, 04:55 PM
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    Originally Posted by mrtn View Post
    How are you calling those functions?


    Do you know how I can setup a system to call gsc functions anywhere?
    My first attempt was to have a global boolean ,but when I check if true or not under vm_notify it crashes the game.
    Do I need to have another thread / hook function?
  10. 10-03-2016, 03:02 AM
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    Originally Posted by SNMT View Post
    Do you know how I can setup a system to call gsc functions anywhere?
    My first attempt was to have a global boolean ,but when I check if true or not under vm_notify it crashes the game.
    Do I need to have another thread / hook function?


    why not just use SV_GameSendServerCommand or G_Say lol
  11. 10-03-2016, 08:36 PM
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    How does G_Say work? I was able to get takeallweapons working by making another hook for executeclient command ,but not clone.