[C# DLL] iHook, EndScene ASM Injection! menu

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  1. #91
    ~Unknown~'s Avatar Contributor
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    Originally Posted by -Ryuk- View Post
    Are you using the correct addresses?

    It could be that the method I used in the dll is now broken :P

    He's doing something wrong. I use your ihook extensively in my private bot. It works great. Thanks btw.


    *EDIT Not sure if this matter but according to API GetLFGProposal - WoWWiki - Your guide to the World of Warcraft this call expects a ; after the call. Add that and see if it works properly.
    Last edited by ~Unknown~; 10-29-2011 at 11:43 PM.

    [C# DLL] iHook, EndScene ASM Injection!
  2. #92
    levela13's Avatar Corporal
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    GOT IT WORKING!!!

    Thanks guys, for all your help. MaiN's codeisworking, maybe I was too bored to get it working. (been working 12+h with this ****).
    Thanks serock1 for your step-by-step hint, it helped a lot!
    I'm planning on implementing more features in the future , but that's a long way to go.
    Another question: Should I/May I(?) release a version to the public? (open source)

  3. #93
    LegacyAX's Avatar Active Member
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    +Repx3 for this lib, I know its older but def. something to test out tyvm
    MMOEmpire.net CEO (No longer active)

  4. #94
    Vandra's Avatar Contributor
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    A little tip about this that drive me crazy for 3 hours, Xfire client and logitech Gxx driver (like g15) are hooking endscene and may cause iHook to crash wow.

  5. #95
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by vandra View Post
    A little tip about this that drive me crazy for 3 hours, Xfire client and logitech Gxx driver (like g15) are hooking endscene and may cause iHook to crash wow.

    This right here is why you should use a disassembler to dynamically generate trampolines in your hooking library (so you can support hook chains without crashing).

  6. #96
    Vandra's Avatar Contributor
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    Originally Posted by Cypher View Post

    This right here is why you should use a disassembler to dynamically generate trampolines in your hooking library (so you can support hook chains without crashing).
    Can this be done without iHook sourcecode ? (i kind of sucks with asm)

  7. #97
    streppel's Avatar Active Member
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    well,just look how logitech/xfire hooks it,and in the easiest case,copy their jmp statement and put it at the end of your hook.
    idk about ihook,but this would be how you'd do it in pure asm,not?

  8. #98
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by vandra View Post
    Can this be done without iHook sourcecode ? (i kind of sucks with asm)
    Huh? What I'm suggesting is just a general approach to solving this problem with any hooking library. You will of course need the source code to the hooking library if you want to modify it to support that feature.

    Originally Posted by streppel View Post
    well,just look how logitech/xfire hooks it,and in the easiest case,copy their jmp statement and put it at the end of your hook.
    idk about ihook,but this would be how you'd do it in pure asm,not?
    A better solution is to embed a disassembler like BeaEngine into your library so you can generate the trampoline and resolve any jumps etc at runtime.

  9. #99
    _Mike's Avatar Contributor
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    Originally Posted by Cypher View Post
    You will of course need the source code to the hooking library if you want to modify it to support that feature.
    Or you could hook the hooking code. And if you decide to add additional features later on.. hook the hooking code hook..
    *Waiting for someone to release an iHook hook hook hook hook hooking library*

  10. #100
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by _Mike View Post
    Or you could hook the hooking code. And if you decide to add additional features later on.. hook the hooking code hook..
    *Waiting for someone to release an iHook hook hook hook hook hooking library*


    (Lol :P)

  11. #101
    ranassa's Avatar Member
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    that means i have use the vs 2010,right?

  12. #102
    Mirro's Avatar Private
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    Dont work at 4.3.0 15005 ptr patch.

    I use next Offsets:

    public static uint Direct3D9__Device = 0xABF2FC;
    public static uint Direct3D9__Device__OffsetA = 0x27f8;
    public static uint Direct3D9__Device__OffsetB= 0xB0;
    public static uint ClntObjMgrGetActivePlayerObjAddress = 0x34B0;
    public static uint Lua_DoStringAddress = 0x43C010;
    public static uint Lua_GetLocalizedTextAddress = 0x1BB0C0;

    Help pls.
    Last edited by Mirro; 11-26-2011 at 03:31 PM.

  13. #103
    Sacred's Avatar Contributor
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    Originally Posted by Mirro View Post
    Dont work at 4.3.0 15005 ptr patch.

    I use next Offsets:

    public static uint Direct3D9__Device = 0xABF2FC;
    public static uint Direct3D9__Device__OffsetA = 0x27f8;
    public static uint Direct3D9__Device__OffsetB= 0xB0;
    public static uint ClntObjMgrGetActivePlayerObjAddress = 0x34B0;
    public static uint Lua_DoStringAddress = 0x43C010;
    public static uint Lua_GetLocalizedTextAddress = 0x1BB0C0;

    Help pls.
    public static uint Direct3D9__Device__OffsetB = 0xA8
    Last edited by Sacred; 11-26-2011 at 03:52 PM.

  14. #104
    Mirro's Avatar Private
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    Thank!!! All work.

  15. #105
    simplecan's Avatar Member
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    Offsets to [4.3.0.15005]
    Code:
            public static uint Direct3D9__Device = 0xABF2FC;
            public static uint Direct3D9__Device__OffsetA = 0x27F8;
            public static uint Direct3D9__Device__OffsetB = 0xA8;
            public static uint ClntObjMgrGetActivePlayerObjAddress = 0x34B0;
            public static uint Lua_DoStringAddress = 0x43C010;
            public static uint Lua_GetLocalizedTextAddress = 0x1BB0C0;
    p.s. Thx for this library !
    Last edited by simplecan; 12-01-2011 at 05:39 AM.

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