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Problem with Float

 
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lylcheat
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PostPosted: Thu Mar 05, 2009 5:49 am    Post subject: Problem with Float Reply with quote

In counter strike 1.6, I got these addresses for the current direction I'm facing:

1) hl.exe+19DB6E8, float type, change from 0 - 35? (can't get exactly 360) as I turn
2) hl.exe+19DB6E9 float type,
change from 5.9????E-39 to 6.1????E-39 as I turn
3) hl.exe+19DB6EA float type,
change from 2.3????E-41 to 2.4????E-41 as I turn
4) hl.exe+19DB6E8, double type, 5.???E-315

From normal intuition, it's obvious that case 1 (whose value equal change from 0 - 360 degree) is exactly what I want. However, as I freeze the value of all cases, I also manage to prevent the character from turning. So, in theory all first 3 are possible cases (perhaps the game like to use some exotic values to represent direction). Is there a more precise mathematical method to tell exactly which one should be chosen. (Note that case 2 & 3 are just different ways of interpreting the adjacent set of bytes as float)
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Dark Byte
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PostPosted: Thu Mar 05, 2009 7:19 am    Post subject: Reply with quote

as you say 1 is obviously the one you need

To cut down on time needed to find it know that values are usually aligned. That means that floating point values tend to be stored at address that can be divided by 4. (e.g 19db6e8, and 19db6ec, but NOT 19db6e9)
To do that for you in ce, just enable fastscan

secondary, games tend to use normal readable floating point values when they store stuff, unless it's a scientific game or you're messing with physics
So, if you can choose between a value that has an Exx in it and one that doesn't pick the one that doesn't have a Exx part in the notation

and only pick double if there is float doesn't provide a readable result, double is often a waste of space for games so they tend to pick float instead

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