Is EndScene hooking detectable? menu

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  1. #1
    xLeo123's Avatar Member
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    Is EndScene hooking detectable?

    As in, does warden scan for:
    A) Detours on EndScene
    B) VTable Hooks for EndScene

    Any information is appreciated
    Thanks,
    Leo

    EDIT: One more question, what does Rifk mean? o.o
    Last edited by xLeo123; 01-10-2010 at 04:43 PM.

    Is EndScene hooking detectable?
  2. #2
    Nesox's Avatar ★ Elder ★
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    No they don't, lots of legit application hooks EndScene eg; Fraps GameCam etc..

  3. #3
    Azzie2k8's Avatar Member
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    Originally Posted by xLeo123 View Post
    EDIT: One more question, what does Rifk mean? o.o
    http://www.urbandictionary.com/define.php?term=rifk
    I will answer that since I am not smart enough for everything else

  4. #4
    Cypher's Avatar Kynox's Sister's Pimp
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    If your cheat is private you have nothing to worry about. You can hook any API you want and I'm confident Warden will never ban you for it.

    Not even PB bans for unknown API hooks, the worst you get is a kick.

    So go for your life. But keep in mind that once your cheat is public, then yes there's a risk of a ban as the Warden dev can hash your API hook.

  5. #5
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Harko View Post
    its easy to check for engine calls during an EndScene call so

    set a simple flag to true when thread enters EndScene and then simply check this flag in engine calls like DoString

    fraps and co will maybe hook EndScene too but they will never call a wow function ; )
    That's a more fundamental problem that has nothing to do with the hooking of EndScene.

    A simple stack-trace is effectively doing the same thing, just on a more general level, and it will catch the bots that run externally and inject threads too.

    What you're proposing has nothing to do with actually detecting the hook on EndScene, it's detecting calls to engine functions, something ENTIRELY different.

    It's quite possible to call engine functions in a way that will defeat both the check you're proposing, and the more general check I proposed.

  6. #6
    xLeo123's Avatar Member
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    Ok, thanks

    By the way, if implementing a FSM (Finite State Machine) to my bot code would I have to keep a vector of states, and after say 60 frames or so (FrameCounter % 60 == 0) 'Pulse' the FSM Class, causing the vector entity with the highest priority to be 'executed'? More so, how would I go about processing lua functions and such from an FSM based on the 'pulse' of endscene?

  7. #7
    flo8464's Avatar Active Member
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    lua_pcall or lua_DoString
    Hey, it compiles! Ship it!

  8. #8
    Seifer's Avatar Site Donator
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    Originally Posted by flo8464 View Post
    lua_pcall or lua_DoString
    Or FrameScript__Execute, a good place to start would be aHook, which JuJuBoSc posted up a while ago.

    http://www.mmowned.com/forums/wow-me...cene-hook.html

    This shows you how to use Lua.DoString() through his aHook library. (Hope he keeps it updated for future purposes)

  9. #9
    amadmonk's Avatar Active Member
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    Originally Posted by xLeo123 View Post
    Ok, thanks

    By the way, if implementing a FSM (Finite State Machine) to my bot code would I have to keep a vector of states, and after say 60 frames or so (FrameCounter % 60 == 0) 'Pulse' the FSM Class, causing the vector entity with the highest priority to be 'executed'? More so, how would I go about processing lua functions and such from an FSM based on the 'pulse' of endscene?
    AFAIK, this is not an FSM you're talking about. It's a modified priority list of behaviors.
    Standard FSM's don't have "priorities;" they just have states and transitions.

    As to HOW to do this lua call, see the other posters' replies.
    Don't believe everything you think.

  10. #10
    EmilyStrange's Avatar Active Member
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    Basically, what amadmonk said.

    The only time an FSM would consider the "priority of a state" would be when determining which state to transition too, e.g. should I heal or should I take another swing at the monster? A well designed FSM using "priorities" would actually be an FSM with bounded evaluators, i.e. each state has a fixed list of evaluators it uses when considering which state to transition to next.

    What the OP describes is a sort-of hybrid GOAP/evaluator-goal system. Behaviours have a very definite meaning within a GOAP/FSM/AI framework and a well-designed system would never just execute a naked behaviour based purely on a priority. You could do it, but it would be bad design that will bite you, very hard, in a soft part of your anatomy sometime later.

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