I've never dealt with hooking, but I am working on finding the entity base (having problems).
Some articles suggest each entity's first 4 bytes are the previous entity's address and that the following 4 bytes are the next entity's address, but when I find the value which influences my character's name, go to the start of that structure (subtract 0x3A), that location does NOT contain a valid address for another entity nor is it null. Can someone give me a hand?
For example:
My character name is located at EB42A43A, and changing that name will change the name above my character's head in-game.
(EB42A43A - 3A) = EB42A400 and at that address the entity starts.
EB32A400 contains 8C D9 8D 31 => 318DD98C
EB32A404 contains 00 D1 3C F1 => F13CD100
Neither 318DD98C nor F13CD100 start an entity structure. What am I doing wrong?
Some articles suggest each entity's first 4 bytes are the previous entity's address and that the following 4 bytes are the next entity's address, but when I find the value which influences my character's name, go to the start of that structure (subtract 0x3A), that location does NOT contain a valid address for another entity nor is it null. Can someone give me a hand?
For example:
My character name is located at EB42A43A, and changing that name will change the name above my character's head in-game.
(EB42A43A - 3A) = EB42A400 and at that address the entity starts.
Code:
[B]EB32A3F0[/B] CD CD CD CD CD CD CD CD [B]EB32A3F8[/B] CD CD CD CD CD CD CD CD '[I]<< next address is my players entity start >>[/I]' [B]EB32A400[/B] 8C D9 8D 31 00 D1 3C F1 [B]EB32A408[/B] 00 80 A9 43 00 00 00 00 [B]EB32A410[/B][I] ...[/I] [B]EB32A418[/B][I] ...[/I] [B]EB32A420[/B][I] ...[/I] [B]EB32A428[/B][I] ...[/I] [B]EB32A430[/B][I] ...[/I] [B]EB32A438[/B] 64 AB '[I]<< character name start>>[/I]'
EB32A404 contains 00 D1 3C F1 => F13CD100
Neither 318DD98C nor F13CD100 start an entity structure. What am I doing wrong?