Well manually you can find the code, right click the instruction, and choose "Find what addresses this instruction accesses", select all the addresses it finds after you play the game a bit (if ctrl+a doesn't work select the first, hold shift and select the last) then you can add all selected addresses to the table.
Automatically... I suppose you could write a lua script that set a breakpoint and automatically adds a record for each address. Something like this save it as a cheat table and open the x86 tutorial on step 9, activate the script and click the buttons to attack each person and you'll see them get added to the address list. When the addresses change (click restart), you'll get the new addresses added. Note that the old ones don't get deleted since I'm not sure of a good way to check if they're still in use other than just setting a breakpoint on them and removing them after x seconds of no breaks... but they won't be saved if you save the table (just a boolean when creating the memory record) since most of the time they won't be static addresses anyways.
No idea how to access the code list from lua so I just used a local variable holding the aob string.
"Plugin Address" is just the default description/name for a memory record created this way, you can add a line like
Code:
mr.Description= '...'
in the same place the address is set (line 41 of the ct) to change it to any string you like, but since there wasn't any way to "know" what each address is in the code I just left it as the default. Of course you can also edit them manually once they've been created.
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