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Stacktrace Expert Cheater
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Joined: 04 Jul 2015 Posts: 105
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Posted: Sun Sep 27, 2015 7:04 am Post subject: Why does this happen when I use the setbreakpoint code? |
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| Let's say I have a trainer with two buttons, one makes your player fly in the game, other one makes you able to walk through walls.. Now, let's say I wanted to do both at once, I would just click them both.. right? but hey, once I click both of them the game just completely crashes/stops responding, this does not happen if I set the breakpoints manually on the two addresses... it only occurs w/the lua code.. Any suggestions/help on how I can fix this? I want to be able to use all my features at once through the trainer.. |
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Zanzer I post too much
Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Sun Sep 27, 2015 8:20 am Post subject: |
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| Sounds like your Lua code is screwed up. Can't help with what I can't see. |
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Stacktrace Expert Cheater
Reputation: 1
Joined: 04 Jul 2015 Posts: 105
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Posted: Sun Sep 27, 2015 8:42 am Post subject: |
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| Zanzer wrote: | | Sounds like your Lua code is screwed up. Can't help with what I can't see. |
No, it's not screwed up. If you don't understand what i meant, I'll try to explain again. This code listed below, belongs to the buttons in my trainer, obviously w/different addresses. It changes the register of it. If I forexample click my "Noclip" button that script will execute and I will perfectly fine be able to walk through walls, objects.. but if I press another button while the noclip address is breakpointed by that script below the game just freezes, but if I press the noclip then manually go to memory view and change the register of forexample superjump manually then I won't crash, in other words, the code below only works on one address at time, if I want to do superjump I have to disable noclip first. But not if I change the registers manually, then I can do as many as the debugger supports.....
"function debugger_onBreakpoint()
EIP=0xADRESSHERE
debug_continueFromBreakpoint(co_run)
return 1
end
debug_setBreakpoint(0xADRESSHERE)
end" |
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Zanzer I post too much
Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Sun Sep 27, 2015 1:43 pm Post subject: |
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The Lua code you posted looks pretty screwed up to me.
Anyway, as Dark Byte told you in your other thread,
the latest debugger_onBreakpoint defined is called by ALL breakpoints you set.
You need to define a single debugger_onBreakPoint function that checks which breakpoint is executing.
| Code: | function debugger_onBreakpoint()
if EIP == SUPER_JUMP_ADDRESS then
-- super jump code
else if EIP == NOCLIP_ADDRESS then
-- noclip code
end
debug_continueFromBreakpoint(co_run)
return 1
end |
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