Posted: Mon Oct 24, 2022 4:41 pm Post subject: If I add another symbol the CMP is suddently wrong
Hello
I have a working AOB script.
Now I wanted to add damageMultiplier
Its just
Code:
damageMultiplier:
dd (int)1
but without working with it it already breaks my script.
For instance this part worked always
Code:
worldEnemyBehaviour:
cmp [ignoreWorldEnemies], 1
je code
mov [rcx+0000032C],00000000
jmp return
now this je code fails. Instead to be true (zf = 1) it is false (pf = 1)
Full script
Code:
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(Damage_1,AT-Win64-Shipping.exe,F3 0F 11 89 2C 03 00 00 C3) // should be unique
alloc(newmem,$2000,Damage_1)
label(code)
label(return)
newmem:
// xmm7 = damage done with negative values
// xmm8 max hp of enemy
// xmm1 = hp
comiss xmm7, [number] // triggered by non battle enemies?
jnb worldEnemyBehaviour
jmp inBattleEnemyBehaviour
worldEnemyBehaviour:
cmp [ignoreWorldEnemies], 1
je code
mov [rcx+0000032C],00000000
jmp return
inBattleEnemyBehaviour:
comiss xmm7, [number]
jnb code // if damage is above 0 then we are not in a battle
cmp [ignoreInBattleEnemies], 1
je code
//movss xmm1, xmm1 * [damageMultiplier] // THIS I WANT TO ADD IF IT WORKS
movss [rcx+0000032C], xmm1
jmp return
Joined: 09 May 2003 Posts: 25833 Location: The netherlands
Posted: Mon Oct 24, 2022 4:51 pm Post subject:
Code:
cmp [ignoreInBattleEnemies], 1
checks if the 4 bytes at ignoreInBattleEnemies are 01 00 00 00 , but unless damageMultiplier ever changes to 0, it doesn't look like that will ever be the case
try instead
Code:
cmp byte [ignoreInBattleEnemies], 1
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