You should read http://lf-empire.de/forum/showthread.php?tid=3329 that. It explains LF2's memory structure quite well. The only issue is I did write it before I researched the itr's and Bdy's.
That should work I guess :p
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ASM-Code:
mov eax,dword ptr ds:[esi+edi*4+194h] ;Get object pointer mov ecx,dword ptr ds:[eax+70h] ; get frame number and store in ecx mov edx,dword ptr ds:[eax+368h] ; get "id" pointer and store in edx imul ecx,ecx,178h ; multiply frame(ecx) by 178h mov eax , dword ptr ds:[ecx+edx+8CCh] ;lets store the number of itrs in eax cmp eax, 0 ;make sure there is atleast one itr, otherwise we will crash lf2 je skip mov ecx, dword ptr ds:[ecx+edx+8d4h] ; load the pointer to the itr's mov edx,0 ; lets use edx for our loop mechanisim to loop through all itrs rawr: cmp dword ptr ds:[ecx+28h], 1337 ;check if respond == 1337 jnz not_1337 ; DO STUFF HERE IF respond == 1337 not_1337: add ecx, 4Ch ;lets load the next itr in ecx cmp edx,eax ; check if there is a next itr jl rawr ; process the next itr if there is one skip: .... |
That should work I guess :p
![[Image: doty7Xn.gif]](http://i.imgur.com/doty7Xn.gif)
10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.

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