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Gear2ndGandalf Newbie cheater Reputation: 0
Joined: 22 Jan 2018 Posts: 19 Location: USA
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Posted: Wed Feb 21, 2024 5:17 pm Post subject: How Could I randomize a float value In AA Script? |
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I'm trying to make the projectile appear randomly when shooting from the player's perspective.
How can we go about randomzing [yShot] variable? I tried making compares and jumps with no luck so far.
Code: | [ENABLE]
aobscanmodule(yProjectiles,halo1.dll,F3 41 0F 10 46 04 F3 0F 59 F0)
alloc(newmem1,$1024,yProjectiles)
alloc(yShot,$8,yProjectiles)
label(code1)
label(return1)
yShot:
dd (float)5
newmem1:
movss xmm0,[yShot]
jmp return1
code1:
movss xmm0,[r14+04]
jmp return1
yProjectiles:
jmp newmem1
nop
return1:
registersymbol(yProjectiles)
registersymbol(yShot)
[DISABLE]
yProjectiles:
db F3 41 0F 10 46 04
unregistersymbol(*)
dealloc(*) |
Description: |
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Filesize: |
38.94 KB |
Viewed: |
641 Time(s) |
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Gear2ndGandalf Newbie cheater Reputation: 0
Joined: 22 Jan 2018 Posts: 19 Location: USA
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Posted: Thu Feb 22, 2024 2:22 am Post subject: |
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To answer my question above. This cheat makes it look like Master Chief is firing from multiple directions.
I followed a Stephen Chapman Terreria random number gen tutorial and it worked!
Code: | [ENABLE]
aobscanmodule(yProjectiles,halo1.dll,F3 41 0F 10 46 04 F3 0F 59 F0)
alloc(newmem1,$1024,yProjectiles)
alloc(retAddress,$48,yProjectiles)
alloc(rngGen,$48,yProjectiles)
label(opt1)
label(opt2)
label(opt3)
label(opt4)
label(opt5)
label(opt6)
label(opt7)
label(opt8)
label(opt9)
label(optA)
label(optB)
label(optC)
//label(originalCode)
label(return1)
rngGen:
push rax
push rcx
push rdx
mov rcx,C
rdtsc
xor rdx,rdx
shr rax,1
idiv rcx
inc rdx
jmp [retAddress]
newmem1:
push rbx
lea rbx,[newmem1+15]
mov [retAddress],rbx
pop rbx
jmp rngGen
cmp rdx,1
je opt1
cmp rdx,2
je opt2
cmp rdx,3
je opt3
cmp rdx,4
je opt4
cmp rdx,5
je opt5
cmp rdx,6
je opt6
cmp rdx,7
je opt7
cmp rdx,8
je opt8
cmp rdx,9
je opt9
cmp rdx,A
je optA
cmp rdx,B
je optB
cmp rdx,C
je optC
jmp return1
opt1:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)-6
movss xmm0,[r14+04]
jmp return1
opt2:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)-5
movss xmm0,[r14+04]
jmp return1
opt3:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)-4
movss xmm0,[r14+04]
jmp return1
opt4:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)-3
movss xmm0,[r14+04]
jmp return1
opt5:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)-2
movss xmm0,[r14+04]
jmp return1
opt6:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)-1
movss xmm0,[r14+04]
jmp return1
opt7:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)1
movss xmm0,[r14+04]
jmp return1
opt8:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)2
movss xmm0,[r14+04]
jmp return1
opt9:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)3
movss xmm0,[r14+04]
jmp return1
optA:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)4
movss xmm0,[r14+04]
jmp return1
optB:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)5
movss xmm0,[r14+04]
jmp return1
optC:
pop rdx
pop rcx
pop rax
mov [r14+04],(float)6
movss xmm0,[r14+04]
jmp return1
originalCode:
movss xmm0,[r14+04]
jmp return1
yProjectiles:
jmp newmem1
nop
return1:
registersymbol(yProjectiles)
registersymbol(retAddress)
registersymbol(rngGen)
[DISABLE]
yProjectiles:
db F3 41 0F 10 46 04
unregistersymbol(*)
dealloc(*) |
Description: |
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Filesize: |
92.79 KB |
Viewed: |
611 Time(s) |
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Description: |
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Filesize: |
54.79 KB |
Viewed: |
611 Time(s) |
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