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  • Results 1 to 7 of 7
    1. #1
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      squeenie's Avatar
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      [CSS] Getting player names

      Silent VPN
      Hi all. I'm trying to grab the player names but they just come out as garbage.
      The address for me is "client.dll"+00500858 + an extra 0x38 to get to the start. They increment by groups of 0x140.

      I'm using this to read them in
      Code:
      ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + dw_NameOffset + (0x140*i)), &PlayerInfo[i].name, sizeof(10), NULL);
      I've attached 3 pictures (pending approval), hope they help you help me.

      Cheers

      EDIT: I'm using an out of date 2010 version of css
      Attached Thumbnails Attached Thumbnails names2.jpg   names3.png   names.png  
      Last edited by squeenie; 06-10-2013 at 07:43 AM.

    2. #2
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      What you actually are using is the Radarstruct:
      Code:
      typedef struct MapPlayer_s {
      		int		index;		// player's index
      		int		userid;		// user ID on server
      		int		icon;		// players texture icon ID
      		Color   color;		// players team color
      		char	name[MAX_PLAYER_NAME_LENGTH];
      		int		team;		// N,T,CT
      		int		health;		// 0..100, 7 bit
      		Vector	position;	// current x,y pos
      		QAngle	angle;		// view origin 0..360
      		Vector2D trail[MAX_TRAIL_LENGTH];	// save 1 footstep each second for 1 minute
      	} MapPlayer_t;
      So you see the Name is at MapPlayer_t + 0x38
      So you can read out player data like this:
      Code:
      DWORD dwRadarStruct;
      MapPlayer_s Target;
      
      Memory::Read( dwClient + OFFSETS_RADARSTRUCT/*0x4013B8*/, &dwRadarStruct, 4 );
      Memory::Read( dwRadarStruct + ( Entity->iPlayerIndex - 1 ) * 0x140, &Target, sizeof( Target ) );
      // Player name is Target.name then

    3. #3
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      Is this not why I am already doing?

    4. #4
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      Sry didn't saw the extra 0x38, my bad. upload the images to an imagehoster an we can help you faster.
      Edit: And don't read it out with one RPM it is a Pointer, but with two.
      Last edited by brinkz; 06-10-2013 at 11:35 AM.

    5. Thanks squeenie thanked for this post
    6. #5
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      Quote Originally Posted by brinkz View Post
      Sry didn't saw the extra 0x38, my bad. upload the images to an imagehoster an we can help you faster.
      Edit: And don't read it out with one RPM it is a Pointer, but with two.
      Thanks bro, the two RPM's worked, can't believe I didn'e see that in the first place ~_~
      I'm guessing because this is the radar struct that's why information isn't being updated very regularly? I'm making a little external radar and it doesn't show any enemy players till you at least see them and is slow to update when they are far away. If so, is there a better way to get enemy positions?
      Last edited by squeenie; 06-10-2013 at 07:30 PM.

    7. #6
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      Actually no, the Radarstruct is the best place the get player position if they aren't rendered by the games engine. Actually their Position should update once a second if their model isn't rendered, else it should update frequently

    8. #7
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      Silent VPN
      Quote Originally Posted by brinkz View Post
      Actually no, the Radarstruct is the best place the get player position if they aren't rendered by the games engine. Actually their Position should update once a second if their model isn't rendered, else it should update frequently
      Hmm mine only seem to update when I have line of sight or they're nearby. Is this just because its an old build? Or because Im using bots?
      Last edited by squeenie; 06-11-2013 at 11:33 AM.

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