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Tutorial How to Call Raw GSC Functions Via SPRX

Discussion in 'Tutorial Section' started by Gentle, Aug 2, 2016.

  1. Gentle

    Gentle Guest

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    NOT MINE I C+P'D THIS KINDA LIKE FROSTYLOBBYS TOOL!!!


    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

    Code:
    int Scr_SetParameters(unsigned int Num){
         return *(int*)(0x13C3140 + 0x2038) = Num;
    }
    //This will set the parameter number

    Code:
    struct opd_s{
        uint Sub;
        uint Toc;
    };
    Code:
    opd_s ParseAddr(int Address){
        opd_s GLS = { Address, 0x724C38 };
        return GLS;
    }
    //TOC

    Next we want to get all the Scr_Add functions together
    Code:
    #define Scr_AddInt(Value) ((void(*)(int))&ParseAddr(0x20C608))(Value)
    #define Scr_AddFloat(Value) ((void(*)(float))&ParseAddr(0x20C5C0))(Value)
    #define Scr_AddString(String) ((void(*)(const char*))&ParseAddr(0x20C428))(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:
    Code:
    #define Scr_ClearOutParams() ((void(*)(void))&ParseAddr(0x20C198))()
    Code:
    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(0x1A80E8))(); //Call the actual function
         //((void(*)(int))&ParseAddr(0x1A80E8))(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 :grinning:

    Code:
    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);
    }
    Code:
    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

    Code:
    void VM_ResumeStub(int TimeId){
         __asm("li %r3, 0x3");
    }
    Code:
    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
    Code:
    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. :grinning: 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
    Code:
    #define SL_ConvertToString(StringValue) ((const char*(*)(unsigned short))ParseAddr(0x200280))(StringValue)
    Code:
    hookFunctionStart(0x20B7C8, (int)VM_NotifyStub, (int)VM_NotifyHook);
    Code:
    void VM_NotifyStub(unsigned int self, short Stringvalue, unsigned int Paramcount){
         __asm("li %r3, 0x4");
    }
    Code:
    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 :tonguewink: This works for all cods the same way as it works for this. Just update the offsets.
     
    thahitcrew likes this.
  2. thahitcrew

    thahitcrew Modder

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    "LIKE FROSTYLOBBYS TOOL"
    lol
     
    Gentle likes this.
  3. Gentle

    Gentle Guest

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    its true :drinkemojifromngu:
     

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