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Oxijen Expert Cheater
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Joined: 07 May 2020 Posts: 163 Location: On The Moon
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Posted: Tue Sep 08, 2020 6:41 am Post subject: More Than Something Happened |
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I generated a trainer, it works perfectly except for 2 things,
1. memory viewer
I have have set couple break points but after I execute the script, memory viewer pops up which is pretty annoying!! how can stop this??
I use normal break point just setbreakpoint(address)
2. Something happened
I get a message in it "something happened" title : "udf1"
how can I stop this from showing up??
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25833 Location: The netherlands
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Posted: Tue Sep 08, 2020 7:48 am Post subject: |
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does the lua script tell it to continue from a script, while the return value tells it to stop ? Or the other way around ?
Check if the return value is correct
e.g often you should not call debug_continueFromBreakpoint when inside a breakpoint handler that is set to continue
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Oxijen Expert Cheater
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Joined: 07 May 2020 Posts: 163 Location: On The Moon
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Posted: Wed Sep 09, 2020 12:55 pm Post subject: |
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I have been using debug_continueFromBreakpoint with co_run parameter
but memory viewer shows up after the code is executed,
I use this code | Code: |
function getr11()
debug_setBreakpoint("UnityPlayer.dll+BFA1B")
autoAssemble([["UnityPlayer.dll"+BFA1B:
db 90 90 90 90 41 0F 10 20
]])
end
function debugger_onBreakpoint()
if readFloat(string.format("%x", R11)) == 400 then
debug_continueFromBreakpoint(co_run)
else
gamepos.x = string.format("%x", R11)
gamepos.y = string.format("%x", R11+4)
debug_removeBreakpoint("UnityPlayer.dll+BFA1B")
debug_continueFromBreakpoint(co_run)
end
end |
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Dark Byte Site Admin
Reputation: 471
Joined: 09 May 2003 Posts: 25833 Location: The netherlands
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Posted: Wed Sep 09, 2020 2:20 pm Post subject: |
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your OnBreakpoint returns 0/nil telling ce's debuggerinterface to pop up and update the interface, but you continue from the breakpoint before it has updated the interface.
that's the 'something' that has happened. the debugger was expecting a halted state, but the process is running already
Change your code to
| Code: |
function getr11()
debug_setBreakpoint("UnityPlayer.dll+BFA1B")
autoAssemble([["UnityPlayer.dll"+BFA1B:
db 90 90 90 90 41 0F 10 20
]])
end
function debugger_onBreakpoint()
if readFloat(R11) ~= 400 then
gamepos.x = string.format("%x", R11)
gamepos.y = string.format("%x", R11+4)
debug_removeBreakpoint("UnityPlayer.dll+BFA1B")
end
return 1 --do not break
end
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Oxijen Expert Cheater
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Joined: 07 May 2020 Posts: 163 Location: On The Moon
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Posted: Thu Sep 10, 2020 7:00 am Post subject: |
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Worked Thx again
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