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More Than Something Happened

 
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Oxijen
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PostPosted: Tue Sep 08, 2020 6:41 am    Post subject: More Than Something Happened Reply with quote

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
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PostPosted: Tue Sep 08, 2020 7:48 am    Post subject: Reply with quote

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
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PostPosted: Wed Sep 09, 2020 12:55 pm    Post subject: Reply with quote

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
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PostPosted: Wed Sep 09, 2020 2:20 pm    Post subject: Reply with quote

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
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PostPosted: Thu Sep 10, 2020 7:00 am    Post subject: Reply with quote

Worked Very Happy Very Happy Thx again
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