How to find..

Siedler

Active member
Joined
Oct 21, 2013
Messages
34
Reaction score
1
How to Find PlayerInformation of samp.dll

in CE I tried to find the name as a string, find out what writes and accses to the pointer,
played around with asm jmps, calls and stuff like that, but everything i tried dont get me to the player list.
Can anyone give me tips?
 

monday

Expert
Joined
Jun 23, 2014
Messages
1,126
Solutions
1
Reaction score
158
idk how exactly these people did it and what tools they used but it's all published in the s0beit source (in the file called samp.h)
https://github.com/BlastHackNet/mod_s0beit_sa/releases

your dude:
Code:
struct stLocalPlayer
{
	struct stSAMPPed		*pSAMP_Actor;
	uint16_t				sCurrentAnimID;
	uint16_t				sAnimFlags;
	uint32_t				ulUnk0;
	int						iIsActive;
	int						iIsWasted;
	uint16_t				sCurrentVehicleID;
	uint16_t				sLastVehicleID;
	struct stOnFootData		onFootData;
	struct stPassengerData	passengerData;
	struct stTrailerData	trailerData;
	struct stInCarData		inCarData;
	struct stAimData		aimData;
	uint8_t					byteTeamID;
	int						iSpawnSkin;
	uint8_t					byteUnk1;
	float					fSpawnPos[3];
	float					fSpawnRot;
	int						iSpawnWeapon[3];
	int						iSpawnAmmo[3];
	int						iIsActorAlive;
	int						iSpawnClassLoaded;
	uint32_t				ulSpawnSelectionTick;
	uint32_t				ulSpawnSelectionStart;
	int						iIsSpectating;
	uint8_t					byteTeamID2;
	uint16_t				usUnk2;
	uint32_t				ulSendTick;
	uint32_t				ulSpectateTick;
	uint32_t				ulAimTick;
	uint32_t				ulStatsUpdateTick;
	uint32_t				ulWeapUpdateTick;
	uint16_t				sAimingAtPid;
	uint16_t				usUnk3;
	uint8_t					byteCurrentWeapon;
	uint8_t					byteWeaponInventory[13];
	int						iWeaponAmmo[13];
	int						iPassengerDriveBy;
	uint8_t					byteCurrentInterior;
	int						iIsInRCVehicle;
	uint16_t				sTargetObjectID;
	uint16_t				sTargetVehicleID;
	uint16_t				sTargetPlayerID;
	struct stHeadSync		headSyncData;
	uint32_t				ulHeadSyncTick;
	BYTE					byteSpace3[260];
	struct stSurfData		surfData;
	int						iClassSelectionOnDeath;
	int						iSpawnClassID;
	int						iRequestToSpawn;
	int						iIsInSpawnScreen;
	uint32_t				ulUnk4;
	uint8_t					byteSpectateMode;		// 3 = vehicle, 4 = player, side = 14, fixed = 15
	uint8_t					byteSpectateType;		// 0 = none, 1 = player, 2 = vehicle
	int						iSpectateID;
	int						iInitiatedSpectating;
	struct stDamageData		vehicleDamageData;
};

other dudes:
Code:
struct stRemotePlayerData
{
	struct stSAMPPed		*pSAMP_Actor;
	struct stSAMPVehicle	*pSAMP_Vehicle;
	uint8_t					byteTeamID;
	uint8_t					bytePlayerState;
	uint8_t					byteSeatID;
	uint32_t				ulUnk3;
	int						iPassengerDriveBy;
	void					*pUnk0;
	uint8_t					byteUnk1[60];
	float					fSomething[3];
	float					fVehicleRoll[4];
	uint32_t				ulUnk2[3];
	float					fOnFootPos[3];
	float					fOnFootMoveSpeed[3];
	float					fVehiclePosition[3];
	float					fVehicleMoveSpeed[3];
	uint16_t				sPlayerID;
	uint16_t				sVehicleID;
	uint32_t				ulUnk5;
	int						iShowNameTag;
	int						iHasJetPack;
	uint8_t					byteSpecialAction;
	uint32_t				ulUnk4[3];
	struct stOnFootData		onFootData;
	struct stInCarData		inCarData;
	struct stTrailerData	trailerData;
	struct stPassengerData	passengerData;
	struct stAimData		aimData;
	float					fActorArmor;
	float					fActorHealth;
	uint32_t				ulUnk10;
	uint8_t					byteUnk9;
	uint32_t				dwTick;
	uint32_t				dwLastStreamedInTick;	// is 0 when currently streamed in
	uint32_t				ulUnk7;
	int						iAFKState;
	struct stHeadSync		headSyncData;
	int						iGlobalMarkerLoaded;
	int						iGlobalMarkerLocation[3];
	uint32_t				ulGlobalMarker_GTAID;
};
 

Siedler

Active member
Joined
Oct 21, 2013
Messages
34
Reaction score
1
Thanks, but i want to know how to find it :)
 
Top