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Dealing with class names in opcodes

 
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Mai Eternal
How do I cheat?
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Joined: 28 Feb 2017
Posts: 7

PostPosted: Thu Jun 20, 2019 10:31 am    Post subject: Dealing with class names in opcodes Reply with quote

Hi folks

Hopefully this is simple enough to answer.

I have activate mono features enabled.
I have an opcode that looks like this:

Code:
mov r11,CheatMenu:InitHeaders


Obviously that can't be injected. I assume that one can write something like:

Code:
FindMonoClass(init,"CheatMenu:InitHeaders")


and then change the above opcode to:

Code:
mov r11, init


Could someone please tell me what function I'm looking for that allows the compiler to handle this?

Many thanks


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ParkourPenguin
I post too much
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Joined: 06 Jul 2014
Posts: 4719

PostPosted: Thu Jun 20, 2019 1:28 pm    Post subject: Reply with quote

Code:
{$lua}
return ('mov r11,%08X'):format(getAddress'CheatMenu:InitHeaders')
{$asm}

CE turns an address into that string, so it should be able to turn that string back into an address. If that's not the case, use whatever Lua CE mono API you need to get the correct address.

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