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. > > >>>>>>> > > >>>>>>> > > >>>>>> _______________________________________________ > > >>>>>> To unsubscribe, edit your list preferences, or view the list > > >> archives, > > >>>>>> please visit: > > >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds > > >>>>>> > > >>>>> _______________________________________________ > > >>>>> To unsubscribe, edit your list preferences, or view the list > > archives, > > >>>>> please visit: > > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlds > > >>>>> > > >>>> _______________________________________________ > > >>>> To unsubscribe, edit your list preferences, or view the list > archives, > > >>> please visit: > > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds > > >>>> > > >>> > > >>> _______________________________________________ > > >>> To unsubscribe, edit your list preferences, or view the list > archives, > > >>> please visit: > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds > > >>> > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlds > > >> > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

