> modifications to this static, read-only .code section. Checking .data for
 > modifications? You'll have your work cut out for you.

vtables in my MSVC go in .rdata. Even if they were in .data, you could 
take the resulting PDBs and build verification inputs.

-dvander

On 4/12/10 7:25 PM, HL-SDK Synths wrote:
> Hi, memory editing under certain circumstances is safe.
>
> Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table
> These are used as lookup tables of functions related to an entity or
> interface of sorts. The client (client.dll) provides an interface that
> contains a function that constructs a CUserCMD to send/sync to/with the
> server. Either way, suppose I have the base of this table (mind you, this is
> in the .data section while the program is running, not .code - I believe
> that may be the point of VMTs but I am no CS major), and I have the offset
> into the table of the function I want. It is not impossible to save the
> pointer to the original function, and "detour" the call through my own code
> (in a separate module loaded into the game process).
>
> Alternatively, if I were to get the spread calculation CODE and overwrite
> that in memory with NOPs, that would get me banned rather quickly (I hope!).
> The reason for this is that it shouldn't be hard for someone to check for
> modifications to this static, read-only .code section. Checking .data for
> modifications? You'll have your work cut out for you.
>
> Hooking VIA MS Detours (great for winAPI redirection and semi-legit uses):
> DETECTED
> VMT Hooks: UNDETECTED
>
> @Keeper - that is not the case, I have created (and there exist by others)
> legitimate programs that inject into games and hook D3D functions (in order
> to draw graphics in-game).
> Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does this,
> etc.
>
> On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennison<[email protected]>wrote:
>
>> Well what does trigger VAC then.
>>
>> Thanks,
>> - Saul.
>>
>>
>> On 12 April 2010 22:09, w4rezz<[email protected]>  wrote:
>>
>>> Modifying game memory will NOT trigger in VAC ban. Proof:
>>> http://kartoffel-hack.com/
>>>
>>> 2010/4/12 Saul Rennison<[email protected]>:
>>>> Yes, the point is: modifying game memory (hooking functions, etc.) will
>>>> still trigger VAC.
>>>>
>>>> Thanks,
>>>> - Saul.
>>>>
>>>>
>>>> On 12 April 2010 21:10, HL-SDK Synths<[email protected]>  wrote:
>>>>
>>>>> I have the hotdogs, let's now find some sticks on which to roast them.
>>>>>
>>>>> Hi, I am the author of the post on G-D you linked to. I appreciate
>> what
>>> you
>>>>> have worked for, I truly do. It is unfortunate that more methods are
>> not
>>>>> available to you (it seems that simple by-name querying is as far as
>> it
>>>>> goes).
>>>>>
>>>>> As for bans, I'd like to clarify that using the plugin interface is no
>>> way
>>>>> at all ban proof. If I decide to overwrite game code, I can expect a
>>> ban.
>>>>> If
>>>>> this "proofen" status was the case, I would be acting like Hatter does
>>> on
>>>>> Assault Cube:
>>>>> http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
>>>>>
>>>>> Headshotting the wntire team all at once without moving. Enough
>>> hyperbole.
>>>>>
>>>>> *My point: "VSP" IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
>>>>> *The only benefit is the interface which provides load and unload. I
>> can
>>> do
>>>>> all of that with an extra plugin emulating the VSP interface. You have
>>> done
>>>>> a good job of blocking namestealers and people who abuse sourcemod,
>> and
>>> for
>>>>> that I am sure many servers are more playable.*
>>>>> *
>>>>> I have no analogies.
>>>>>
>>>>> On Mon, Apr 12, 2010 at 3:49 PM, 1nsane<[email protected]>  wrote:
>>>>>
>>>>>> Bad analogy?! Perfect analogy!
>>>>>>
>>>>>> On Mon, Apr 12, 2010 at 2:53 PM, ics<[email protected]>  wrote:
>>>>>>
>>>>>>> If you say that to an alzheimer patient, you have to say it again,
>>> and
>>>>>>> again, and again and they each time you say that, they forget it
>>> soon
>>>>>>> after. Ok ok, bad analogy but they aren't really paying attention
>> or
>>> it
>>>>>>> would be fixed already, along with all the other exploits in the
>>>>> engine.
>>>>>>>
>>>>>>>
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>>>>>>
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>>>>>
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