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Fix fortitude's "nemesis" streaming crash #56
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That should work, but I'd like to analyze their syncs and block it through the can apply data hook. I'm busy working on something else right now, but I'll get back to this project soon enough |
added the sync logs |
I just figured out what the crash is. |
Or maybe we can check the attached object type |
you right getGameObject is at 0xB0. 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 41 54 41 55 41 56 41 57 48 83 EC 70 48 8B B9 ? ? ? ? here its the signature for the node. + the class class IDK_NODE{ }; if someone know the name would be good for block this crash |
The class is much larger than that. It's the vehicle gadget node btw. |
thanks for the information :) |
This should be a sufficient class: class CGadgetData
{
public:
uint32_t m_type;
uint8_t m_data[0xF3];
};
static_assert(sizeof(CGadgetData) == 0xF8);
class CVehicleGadgetNodeData
{
public:
bool m_has_position;
char pad_0001[15];
float m_position[4];
uint32_t m_num_gadgets;
CGadgetData m_gadgets[2];
};
static_assert(sizeof(CVehicleGadgetNodeData) == 0x214); // Needs to be 0x220, prob from packing at 16. |
This produces false positives + Game Crashes. I am not even sure this will block the crash. |
Fortnut crash may be fixed by #148. Needs further testing. EDIT: Game still eventually shits, though the trailer attachment protection seems to help some. |
cout fortitude crash.log
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