Solved CS:Source Entity Player Base

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zoratz

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Sup guys... I'm trying to make the Memory Triggerbot Tutorial.. However i'm having problem with the Player Entity Base numbers..

I've found the Main Player Entity Base Address, but depending on how many players there are on the game, the Bytes of Entity Distance changes..
Now, i dont know if i found the wrong address, which i don't think so, because it appears all the players infos, or if it's just different from Fleep's one...

When there are 1 bot and ME (2 players) only at the game, from the Base Entity it looks like this:
0000 -> 1st player (ME)
0010 -> 2nd player (BOT)
When there are 8 bots and ME (9 players), from the Base Entity it looks like this:
0000 -> 1st player (ME)
0030 -> 2nd player (BOT)
0050 -> 3rd player(BOT)
0070 -> 4th player (BOT)
0080 -> 5th player (BOT)
The rest i couldn't find, but it must be higher than 0400, because that's how far i looked at..
When it's different from the previous, it also changes for other numbers..

I have MY BASE ADDRESS, and I'm sure that's correct because I successed on BunnyHop and it worked just fine...
 
Last edited:

j3b

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"Entity distance" is 0x10!

C++:
for i to 32
RPM(Entity+ 0x10*i)  //  u get every players entity
 

zoratz

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"Entity distance" is 0x10!

C++:
for i to 32
RPM(Entity+ 0x10*i)  //  u get every players entity
I dont want to be rude but did you read my topic????????

I tested Fleep's code and it's also shooting on friendlys.. and the reason is explained at my post..
 

till0sch

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Didn't he just prove it's not 0x10 -.-

Well try hooking instructions which access all players e.g. health, that way you should get all entities..
 

zoratz

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Didn't he just prove it's not 0x10 -.-

Well try hooking instructions which access all players e.g. health, that way you should get all entities..
Sorry about the newbie question, but what do you mean by hooking instructions.. like, how do i do that?
 

till0sch

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Sorry about the newbie question, but what do you mean by hooking instructions.. like, how do i do that?
E.g. find an instruction which is always accessing health, then watch Fleeps tutorial on mid function hooking.. hook that instruction accessing it then and look what the registers contain.
 

zoratz

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E.g. find an instruction which is always accessing health, then watch Fleeps tutorial on mid function hooking.. hook that instruction accessing it then and look what the registers contain.
Well, I watched Mid Function Hooking, but yet I didn't understand how can I get the Entity Base from there, also, the number of equals signatures that I create doesn't change when the number of players changes..

Nope he didn't, it is just that not every "id" is taken.
So that means.. -> It is not 10 bytes up ahead because it changes every time the number of players changes...
 

brinkz

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Well, I watched Mid Function Hooking, but yet I didn't understand how can I get the Entity Base from there, also, the number of equals signatures that I create doesn't change when the number of players changes..



So that means.. -> It is not 10 bytes up ahead because it changes every time the number of players changes...
It is, but like I said not every slot is used, you have to check then.
 

till0sch

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If you have e.g. mov dword ptr [eax+0x100], ebx then via inline asm read out what eax is, that's the playerbase
 

zoratz

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I don't know if i'll make a difference, but I said I sucesseded triggerbot, but what I really wanted to say was that 'I sucesseded BunnyHop"...
 
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