They can't use surface externally because when do you know how to paint? You
can only paint when VGUI is painting. Plus how would that work for
non-Source games.

Side note: does SourceHook use VTable hooks?

Thanks,
- Saul.


On 13 April 2010 14:19, HL-SDK Synths <[email protected]> wrote:

> I might have been mistaken, I don't know too much about vtables. I've heard
> some people talk of having to do it the hard way (taking the object-level
> vtable pointer and editing it to redirect to an entirely new table, as
> defined by the cheat/application/utility). Either way, my code does
> temporarily modify the memory protection on certain addresses in order to
> hook and unhook these tables. But like it has been mentioned before - so do
> programs that draw in-game like FRAPS. (steam overlay does not, to my
> knowledge. They use the surface interface, and may even create a panel, but
> I think they just use ISurface externally.)
>
> But what do you mean by untrusted code? Anything that wasn't created by
> Valve software? How would they add new modules to the whitelist, because I
> have heard (I don't use them) that antiviruses inject themselves into
> running processes to detect security threats.
>
>
> On Tue, Apr 13, 2010 at 3:23 AM, David Anderson <[email protected]
> >wrote:
>
> >  > 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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> > >>> please visit:
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> > >>>>
> > >>>
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> > >>> please visit:
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> > >>>
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> > >>
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> >
> >
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