Quote:
Originally Posted by BladeTiger12
Hello folks,
I've added the GitLab link to the full source code on the first page.
Have fun with it :).
GitLab repo: [Only registered and activated users can see links. Click Here To Register...]
Let's wait for Fl0w's PL. I'm excited :).
[Only registered and activated users can see links. Click Here To Register...]
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I've already seen that CNosString class a few times already in some form or another in this forum, however I dont understand why it is needed.
What I've noticed is that if I move the argument directly into edx the client will crash. (Manual Send/Recv)
If I create a local char* variable pointing to the passed argument the client wont crash but the Packet doesnt seem to do anything.
If however the char* came from CNosString.data() everything works fine.
How does the char* passed as an argument differ from the char* returned by the CNosString? Would be nice if you could enlighten me on why it is needed.
The only difference I can see looking at memory is that the the bytes after the null terminator in the CNosString class are filled with "CC", but that isnt the case for the packets sent by the game.