Error Loading Scanner Module Halflife
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Finding the Signature of a Function 6.1 Linux 6.2 Windows 7 Creating a Searchable Signature 7.1 sigcreator.c 8 Contributors 9 References 10 See Also Introduction This article demonstrates a technique developed by Lance Vorgin known as "Signature Scanning", or sigscanning for short. What is Sigscanning? Sigscanning is a multi-step process involving extracting function signatures from a binary and then scanning for them at run-time to locate an otherwise-hidden function. A signature for a function is a set of bytes unique to a function. These bytes are the instructions a program uses to operate. These sets of bytes are what make up https://otvet.mail.ru/question/175613863 functions (or subroutines as they are called in Assembly). When we have enough of these bytes to form a unique set, we can then match them again to the function in memory. Why is this useful for plugins? Each time Valve releases an update for their mods, they may change classes such as CBaseEntity used by many plugin coders to interact with a player’s entity. Due to the https://wiki.alliedmods.net/Signature_scanning fact that we do not have the appropriate class headers for each of these changes, we may be using virtual functions that now exist at different addresses. This would cause a crash at run-time. To avoid this, the following solutions are available: rely on manual offsets into the class' vtable modify the provided class headers by inserting dummy virtual functions to fix the offsets sigscanning Each have their pros and cons, but it turns out that although sigscanning is the most tedious out of the three, it is the most reliable. The first two choices are typically broken by updates. Assembly and Memory To understand all of this, one must first understand how the code of a C++ program is compiled into a binary file. When you hit "Build Solution" on your IDE or run a makefile, your compiler does a multitude of operations. First it takes the code and runs it through a preprocessor. The preprocessor takes all the "#" directives (e.g. #define, #include, etc.) and substitutes them with normal C++ code. After the preprocessor has done its job, the code is passed on to the parser. In simplified terms, the parser basically takes C++ code and turns it into Assembly (asm)
215 posts Page 1 of 9 1, 2, 3, 4, 5 ... https://www.raspberrypi.org/forums/viewtopic.php?t=115767&p=818655 9 by CockPitt » Thu Jul 16, 2015 6:28 am Sorry, http://half-life.wikia.com/wiki/Long_Jump_Module it's my first post here is the full post:Hey there,I wondered if a game like Half Life 1 could run on the Raspberry Pi 2.After some investigation I discovered the https://github.com/SDLash3D/xash3d Engine. With it's help it's possible to run HF1 on error loading Android.I'm not very experienced in programming, compiling and all that stuff but I thought the installation guide would work on raspbian too... it didn't. At least the way I tried.If I type the command "-DXASH_VGUI=yes -DCMAKE_OSX_ARCHITECTURES=i386 .." I get following Error:-- checking for one of the modules 'sdl2'CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:363 (message):None of error loading scanner the required 'sdl2' foundCall Stack (most recent call first):engine/CMakeLists.txt:75 (pkg_search_module)-- checking for one of the modules 'SDL2_image'CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:363 (message):None of the required 'SDL2_image' foundCall Stack (most recent call first):engine/CMakeLists.txt:76 (pkg_search_module)-- checking for one of the modules 'sdl2'CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:363 (message):None of the required 'sdl2' foundCall Stack (most recent call first):game_launch/CMakeLists.txt:39 (pkg_search_module)-- Configuring incomplete, errors occurred!Does somebody know what I did wrong and how I can fix this Error or is it impossible to run the Xash3D Engine on raspian? Posts: 95Joined: Tue Jun 02, 2015 1:29 pm by fruitoftheloom » Thu Jul 16, 2015 6:37 am If I type the command "-DXASH_VGUI=yes -DCMAKE_OSX_ARCHITECTURES=i386 .." I get following Error:The RPi has ARM Architecture, you are above stating Intel i386 x86 Architecture Posts: 11166Joined: Tue Mar 25, 2014 12:40 pmLocation: Bognor Regis UK by CockPitt » Thu Jul 16, 2015 8:10 am fruitoftheloom wrote:If I type the command "-DXASH_VGUI=yes -DCMAKE_OSX_ARCHITECTURES=i386 .." I get fo
Navigation On the Wiki Wiki Activity Random page Videos Images Chat Forum Community About Administrators Recent blog posts Projects Featured content Tools Recent changes Special pages New pages Create a page New files Upload file Categories Storyline Characters Enemies Locations Weapons Cut content Mods Games Half-Life Day One Uplink Opposing Force Blue Shift Decay Half-Life 2 Lost Coast Episode One Episode Two Future of the Half-Life series Portal Portal 2 Contribute Edit this Page Add a Video Add a Photo Add a Page Wiki Activity Watchlist Random page Recent changes Long Jump Module 848pages on this wiki Edit Edit source History Talk3 Long Jump Module General information Affiliation Black Mesa Usage Used by Gordon FreemanBlack Mesa scientists Game information Entity name item_longjump "This, Mr. Freeman, is a Long Jump Module, created expressly for navigation in the world beyond. I certainly hope you received long jump training, because once you're in Xen, you will need it. I would advise you to practice before crossing over." ―Black Mesa scientist[src] The Long Jump Module is a device used by the Black Mesa survey teams to achieve large distance jumps on Xen with their HEV Suit. The multitude of floating islands that exist in Xen mean that the module is necessary to travel through them to explore the area. Without the module, one would fall to his death into the void below when attempting to jump a long distance between two islands. It shares the same color scheme as the standard H.E.V. Suit; orange and black. Contents[show] OverviewEdit The Long Jump Module is first introduced in Half-Life in the Hazard Course and given to Gordon by a scientist at the end of the chapter Lambda Core, in a supply depot for their first Xen survey team. It is usable by crouching and jumping in short successions. In multiplayer mode, the jump distance is shorter than in single player mode. In Opposing Force’ CTF mode, a new sound was added to alert other players nearby. In Half-Life, when the Long Jump Module is picked up, the HEV suit says "Power movement assist activated". TriviaEdit The Long Jump Module model features the same back texture as the cut Oxygen Bottles. The model featured in the Half-Life: Day One files is a temporary one, the same as the early Battery model, only with red panels instead of blue. No Long Jump Module model is found on dead survey team members found around Xen; this is likely a developer's oversight. Behind the scenesEdit According to an unused HEV Suit sound file ("powermove_overload.wav