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  1. #1
    Guga's Avatar Member
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    Age of Empires 2 HD - Reverse Engineering

    I was messing around with the AoE2HD binary for a little while, so I decided to share some of my findings.
    Note: I disabled ASLR, as I couldnt be arsed with calculating the offsets, so all the function addresses have 0x400000 base.


    Code:
    struct Player;
    struct Price;
    struct Resources;
    struct Unit;
    struct MainClass;
    struct UIMain;
    struct UITextElement;
    struct GameData;
    struct ObjectManager;
    struct UnitData;
    struct TargetPtr;
    struct TargetData;
    struct BuildEventArgs;
    struct ChatLog;
    struct DrawingData;
    
    MainClass* mainClassPointer = *(MainClass**)0x0B7A174;
    ChatLog* chatLogPointer = *(ChatLog**)0x00B7A0E0;
    
    
    struct MainClass
    {
    	/*0x0000*/	char unk_0000[0x21C];
    	/*0x021C*/	GameData* gameMain;
    	/*0x0220*/	char unk_0220[0x1384];
    	/*0x15A4*/	UIMain* uiMain;
    };
    struct GameData
    {
    	/*0x0000*/	char unk_0000[0x48];
    	/*0x0048*/	uint16_t playerCount;
    	/*0x004A*/	uint16_t unk_004A;
    	/*0x004C*/	Player** players;
    	/*0x0050*/	char unk_0050[0x48];
    	/*0x0098*/	uint16_t activePlayerIndex;
    	/*0x009A*/	uint16_t unk_009A;
    	/*0x009C*/	float cameraPosX;
    	/*0x00A0*/	float cameraPosY;
    	/*0x00A4*/	char unk_00A4[0xC];
    	/*0x00B0*/	Unit** objectArray;
    	/*0x00B4*/	uint32_t objectCount;
    	/*0x00B8*/	uint32_t objectMax;
    };
    struct UIMain
    {
    	/*0x000000*/	char unk_0000[0x13B14];
    	/*0x013B14*/	void* unk_013B13;
    	/*0x013B18*/	UITextElement* chatRows[8];
    	/*0x013B38*/	void* unk_013B38;
    	/*0x013B3C*/	uint32_t chatRowsCount;
    	/*0x013B40*/	char unk_013B40[0x8];
    	/*0x013B48*/	UITextElement* pauseText; // actually different kind of ui element
    };
    struct UITextElement
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0000*/	char unk_0004[0x10];
    	/*0x0014*/	uint32_t xLength;
    	/*0x0018*/	uint32_t yLength;
    	/*0x001C*/	char* elementName;
    	/*0x0020*/	char unk_0020[0xEC];
    	/*0x010C*/	char text[0x200];
    	/*0x030C*/	BOOL isShown;
    	/*0x0310*/	uint32_t timeSent;
    	/*0x0314*/	uint32_t timeToShow;
    	/*0x0318*/	void* unkArg1;
    	/*0x031C*/	void* unkArg2;
    	/*0x0320*/	void* unkArg3;
    	/*0x0324*/	char color;
    	/*0x0325*/	char unk_0325[0x3];
    	/*0x0326*/	char unk_0326[0x1C];
    	/*0x0342*/	DrawingData* drawingData;
    };
    struct DrawingData
    {
    	/*0x0000*/	char unk_0000[0x20];
    	/*0x0020*/	HDC dcHandle;
    };
    struct Player
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0004*/	char unk_0004[0x6C];
    	/*0x0070*/	uint32_t priceCount;
    	/*0x0074*/	Price** priceTable;
    	/*0x0078*/	ObjectManager* objectManager;
    	/*0x007C*/	char unk_007C[0x1C];
    	/*0x0098*/	char* name;
    	/*0x009C*/	char unk_009C[0xC];
    	/*0x00A8*/	Resources* resources;
    	/*0x00AC*/	char unk_00AC[0xC8];
    	/*0x0174*/	float cameraPosX;
    	/*0x0178*/	float cameraPosY;
    	/*0x017C*/	char unk_017C[0x44];
    	/*0x01C0*/	Unit* lastSelectedUnit;
    	/*0x01C4*/	Unit* selectedUnits[60];
    	/*0x02B4*/	void* unk_02B4;
    	/*0x02B8*/	uint32_t selectedUnitsCount;
    
    };
    struct Unit
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0004*/	uint32_t unitID;
    	/*0x0008*/	UnitData* unitData;
    	/*0x000C*/	Player* owner;
    	/*0x0010*/	char* name1;
    	/*0x0014*/	char* name2;
    	/*0x0018*/	char unk_0018[0x18];
    	/*0x0030*/	float hp;
    	/*0x0034*/	uint16_t unk_0034;
    	/*0x0036*/	uint16_t isSelected;
    	/*0x0038*/	float posXReadOnly;
    	/*0x003C*/	float posY1ReadOnly;
    	/*0x0040*/	void* unk_0040;
    	/*0x0044*/	float resourcesCarryingCount;
    	/*0x0048*/	char unk_0048[0x3C];
    	/*0x0084*/	float velocity;
    	/*0x0088*/	char unk_0088[0x3C];
    	/*0x00C4*/	float posX;
    	/*0x00C8*/	void* unk7;
    	/*0x00CC*/	float posY;
    	/*0x00D0*/	float rotation;
    	/*0x00D4*/	char unk_00D4[0x38];
    	/*0x010C*/	TargetPtr* targetDataPtr;
    
    };
    struct UnitData
    {
    	/*0x0000*/	char unk_0000[0xCC];
    	/*0x00CC*/	float speed;
    };
    struct TargetPtr
    {
    	/*0x0000*/	char unk_0000[0x8];
    	/*0x0008*/	TargetData** targetData;
    };
    struct TargetData
    {
    	/*0x0000*/	char unk_0000[0x8];
    	/*0x0008*/	Unit* thisUnit;
    	/*0x000C*/	void* unk_000C;
    	/*0x0010*/	Unit* targetUnit; // 0 no target
    	/*0x0014*/	void* unk_0014;
    	/*0x0018*/	uint32_t targetID;
    	/*0x001C*/	void* unk_001C;
    	/*0x0020*/	float destinationX; // -1 no destination
    	/*0x0024*/	float destinationY; // -1 no destination
    	/*0x0028*/	float isMoving;      // -1 not moving 0 moving
    };
    struct ObjectManager
    {
    	/*0x0000*/	void* unk_0000;
    	/*0x0004*/	Unit** objects;
    	/*0x0008*/	uint32_t objectCount;
    };
    struct Price
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0004*/	char* name;
    	/*0x0008*/	char unk_0008[0x10];
    	/*0x0018*/	short typeID;
    	/*0x001A*/	char unk_001A[0x15A];
    
    	/*0x0174*/	uint16_t resourceType1;
    	/*0x0176*/	uint16_t cost1;
    	/*0x0178*/	uint16_t priceUnk1;
    
    	/*0x017A*/	uint16_t resourceType2;
    	/*0x017C*/	uint16_t cost2;
    	/*0x017E*/	uint16_t priceUnk2;
    
    	/*0x0180*/	uint16_t ResourceType3;
    	/*0x0182*/	uint16_t cost3;
    	/*0x0184*/	uint16_t priceUnk3;
    
    	/*0x0186*/	uint16_t buildTime;
    };
    struct Resources
    {
    	/*0x0000*/	float food;
    	/*0x0004*/	float wood;
    	/*0x0008*/	float stone;
    	/*0x000C*/	float gold;
    	/*0x0010*/	float populationLeft;
    	/*0x0014*/	void* unk_0014;
    	/*0x0018*/	float age;
    	/*0x001C*/	char unk_001C[0x10];
    	/*0x002C*/	float population;
    	/*0x0030*/	char unk_0030[0x1C];
    	/*0x004C*/	float unitsProduced;
    	/*0x0050*/	char unk_0050[0x8];
    	/*0x0058*/	float percentageExplored;
    };
    struct BuildEventArgs
    {
    	/*0x0000*/	char unk_0000;
    	/*0x0001*/	char builderCount;
    	/*0x0002*/	char playerID;
    	/*0x0003*/	char unk_0003;
    	/*0x0004*/	float posX;
    	/*0x0008*/	float posY;
    	/*0x000C*/	uint16_t buildingID;
    	/*0x000E*/	uint16_t unk_000E;
    	/*0x0010*/	char unk_0010[0x8];
    	/*0x0018*/	uint32_t builderID[0];
    };
    struct ChatLog
    {
    	/*0x0000*/	char unk_0000[0x58];
    	/*0x0058*/	char* msg[0];
    };
    Code:
    // this = unit(victim)
    float(__stdcall* GetDamage)(uint32_t attackType, float unkFloat_1, float unkFloat_2, Player* attackerPlayer, Unit* attackerUnit) = 0x0061B360;
    
    
    // this = unit
    float(__stdcall* MoveUnit)(float posX, float posY, uint32_t unk0) = 0x004B3900;
    
    
    // this = unit
    void(__stdcall* ChangeOwner)(Player* newOwner) = 0x004AB0F0;
    
    
    // this = building(unit)
    void(__stdcall* TrainUnit)(uint32_t unitID, uint32_t unk1) = 0x005409E0;
    
    
    // this = unit
    void(__stdcall* SetTargetUnit)(Unit* targetUnit, float posX, float posY, uint32_t unk0, uint32_t unk0_2, uint32_t unkMinus1) = 0x0061B510;
    
    
    // this = unit
    void(__stdcall* SetTargetLocation)(uint32_t unk0_1, float posX, float posY, uint32_t unk0_2) = 0x00621830;
    
    
    // this = price
    Unit*(__stdcall* CreateBuilding) (Player* player, float posX, float posY, uint32_t unk0, uint32_t unkMinus1) = 0x0044E120;
    
    
    // this = struct { uint32_t unk; GameData* ptr; }
    void(__stdcall* BuildStructure) (BuildEventArgs* args) = 0x004E18A0;
    
    
    // this = player
    void(__stdcall* DeselectAllUnits)(void) = 0x005D2FB0;
    
    
    // this = player
    void(__stdcall* SelectUnit)(Unit* unit, uint32_t unk0) = 0x0047A990;
    
    
    // this = UITextElement
    void(__stdcall* PrintText)(uint32_t position, char* msg, char color, uint32_t unk0_1, uint32_t unk0_2, uint32_t unk0_3, uint32_t unk0_4, uint32_t timeToShow, uint32_t unk0_5, uint32_t unkMinusOne) = 0x445D90;
    
    
    // this = UITextElement
    void(__stdcall* DrawUIText)() = 0x5C82F0;


    Example scripts:

    Kill all units in game apart from yours and the GAIA ones (seems to work even in multiplayer, but would need some 3rd party to confirm.
    Code:
    void AnalRape()
    {
    	uint16_t playerCount = mainClassPointer->gameMain->playerCount;
    	for (int i = 2; i < playerCount; i++)
    	{
    		Player* player = mainClassPointer->gameMain->players[i];
    		ObjectManager* mgr = player->objectManager;
    		int objCount = mgr->objectCount;
    
    		for (int i2 = 0; i2 < objCount; i2++)
    		{
    			Unit* unit = mgr->objects[i2];
    			unit->hp = 0.0;
    		}
    	}
    }
    "Teleport Hack" for your units (wanted to hook the movement event, but its protected from hooking by the steam):

    Code:
    float __stdcall MoveUnitHook(float posX, float posY, uint32_t unk0)
    {
    	Unit* unit;
    	__asm mov unit, ecx
    
    	if (mainClassPointer->gameMain->players[1] == unit->owner)
    	{
    		if ((uint32_t)unit->targetDataPtr > 0x400000)
    		{
    			TargetData** target = unit->targetDataPtr->targetData;
    			float destX = (*target)->destinationX;
    			float destY = (*target)->destinationY;
    			if (destX > 0 && destY > 0)
    			{
    				posX = destX;
    				posY = destY;
    			}
    		}
    	}
    	__asm mov ecx, unit
    	MoveUnitTrampoline(posX, posY, unk0);
    }
    Last edited by Guga; 04-13-2014 at 12:37 PM.

    Age of Empires 2 HD -  Reverse Engineering
  2. #2
    Nov17's Avatar Sergeant Major CoreCoins Purchaser
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    i am interested in this

  3. #3
    leo11173's Avatar Member
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    What are you looking for ?


    Btw, for actual patch, mainclass is at
    Aok hd.exe+781010

  4. #4
    Instinctive's Avatar Banned
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    this make something new to game?

  5. Thanks ciaothejuice, Filelistro, William Coilng, trufa4you (4 members gave Thanks to Instinctive for this useful post)
  6. #5
    Randy Lair's Avatar Banned Authenticator enabled
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    thanks for these scripts, <3

  7. Thanks jantamp (1 members gave Thanks to Randy Lair for this useful post)
  8. #6
    Wealthyking's Avatar Member
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    Need offset for age2_x1.exe

    Does anyone have the offset for mainClassPointer for "age2_x1.exe" [MD5: ADA6834BBF42C12E5967093BCE5D266C ]
    Or can help me find it?
    Thanks a lot!


    Originally Posted by Guga View Post
    I was messing around with the AoE2HD binary for a little while, so I decided to share some of my findings.
    Note: I disabled ASLR, as I couldnt be arsed with calculating the offsets, so all the function addresses have 0x400000 base.


    Code:
    struct Player;
    struct Price;
    struct Resources;
    struct Unit;
    struct MainClass;
    struct UIMain;
    struct UITextElement;
    struct GameData;
    struct ObjectManager;
    struct UnitData;
    struct TargetPtr;
    struct TargetData;
    struct BuildEventArgs;
    struct ChatLog;
    struct DrawingData;
    
    MainClass* mainClassPointer = *(MainClass**)0x0B7A174;
    ChatLog* chatLogPointer = *(ChatLog**)0x00B7A0E0;
    
    
    struct MainClass
    {
    	/*0x0000*/	char unk_0000[0x21C];
    	/*0x021C*/	GameData* gameMain;
    	/*0x0220*/	char unk_0220[0x1384];
    	/*0x15A4*/	UIMain* uiMain;
    };
    struct GameData
    {
    	/*0x0000*/	char unk_0000[0x48];
    	/*0x0048*/	uint16_t playerCount;
    	/*0x004A*/	uint16_t unk_004A;
    	/*0x004C*/	Player** players;
    	/*0x0050*/	char unk_0050[0x48];
    	/*0x0098*/	uint16_t activePlayerIndex;
    	/*0x009A*/	uint16_t unk_009A;
    	/*0x009C*/	float cameraPosX;
    	/*0x00A0*/	float cameraPosY;
    	/*0x00A4*/	char unk_00A4[0xC];
    	/*0x00B0*/	Unit** objectArray;
    	/*0x00B4*/	uint32_t objectCount;
    	/*0x00B8*/	uint32_t objectMax;
    };
    struct UIMain
    {
    	/*0x000000*/	char unk_0000[0x13B14];
    	/*0x013B14*/	void* unk_013B13;
    	/*0x013B18*/	UITextElement* chatRows[8];
    	/*0x013B38*/	void* unk_013B38;
    	/*0x013B3C*/	uint32_t chatRowsCount;
    	/*0x013B40*/	char unk_013B40[0x8];
    	/*0x013B48*/	UITextElement* pauseText; // actually different kind of ui element
    };
    struct UITextElement
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0000*/	char unk_0004[0x10];
    	/*0x0014*/	uint32_t xLength;
    	/*0x0018*/	uint32_t yLength;
    	/*0x001C*/	char* elementName;
    	/*0x0020*/	char unk_0020[0xEC];
    	/*0x010C*/	char text[0x200];
    	/*0x030C*/	BOOL isShown;
    	/*0x0310*/	uint32_t timeSent;
    	/*0x0314*/	uint32_t timeToShow;
    	/*0x0318*/	void* unkArg1;
    	/*0x031C*/	void* unkArg2;
    	/*0x0320*/	void* unkArg3;
    	/*0x0324*/	char color;
    	/*0x0325*/	char unk_0325[0x3];
    	/*0x0326*/	char unk_0326[0x1C];
    	/*0x0342*/	DrawingData* drawingData;
    };
    struct DrawingData
    {
    	/*0x0000*/	char unk_0000[0x20];
    	/*0x0020*/	HDC dcHandle;
    };
    struct Player
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0004*/	char unk_0004[0x6C];
    	/*0x0070*/	uint32_t priceCount;
    	/*0x0074*/	Price** priceTable;
    	/*0x0078*/	ObjectManager* objectManager;
    	/*0x007C*/	char unk_007C[0x1C];
    	/*0x0098*/	char* name;
    	/*0x009C*/	char unk_009C[0xC];
    	/*0x00A8*/	Resources* resources;
    	/*0x00AC*/	char unk_00AC[0xC8];
    	/*0x0174*/	float cameraPosX;
    	/*0x0178*/	float cameraPosY;
    	/*0x017C*/	char unk_017C[0x44];
    	/*0x01C0*/	Unit* lastSelectedUnit;
    	/*0x01C4*/	Unit* selectedUnits[60];
    	/*0x02B4*/	void* unk_02B4;
    	/*0x02B8*/	uint32_t selectedUnitsCount;
    
    };
    struct Unit
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0004*/	uint32_t unitID;
    	/*0x0008*/	UnitData* unitData;
    	/*0x000C*/	Player* owner;
    	/*0x0010*/	char* name1;
    	/*0x0014*/	char* name2;
    	/*0x0018*/	char unk_0018[0x18];
    	/*0x0030*/	float hp;
    	/*0x0034*/	uint16_t unk_0034;
    	/*0x0036*/	uint16_t isSelected;
    	/*0x0038*/	float posXReadOnly;
    	/*0x003C*/	float posY1ReadOnly;
    	/*0x0040*/	void* unk_0040;
    	/*0x0044*/	float resourcesCarryingCount;
    	/*0x0048*/	char unk_0048[0x3C];
    	/*0x0084*/	float velocity;
    	/*0x0088*/	char unk_0088[0x3C];
    	/*0x00C4*/	float posX;
    	/*0x00C8*/	void* unk7;
    	/*0x00CC*/	float posY;
    	/*0x00D0*/	float rotation;
    	/*0x00D4*/	char unk_00D4[0x38];
    	/*0x010C*/	TargetPtr* targetDataPtr;
    
    };
    struct UnitData
    {
    	/*0x0000*/	char unk_0000[0xCC];
    	/*0x00CC*/	float speed;
    };
    struct TargetPtr
    {
    	/*0x0000*/	char unk_0000[0x8];
    	/*0x0008*/	TargetData** targetData;
    };
    struct TargetData
    {
    	/*0x0000*/	char unk_0000[0x8];
    	/*0x0008*/	Unit* thisUnit;
    	/*0x000C*/	void* unk_000C;
    	/*0x0010*/	Unit* targetUnit; // 0 no target
    	/*0x0014*/	void* unk_0014;
    	/*0x0018*/	uint32_t targetID;
    	/*0x001C*/	void* unk_001C;
    	/*0x0020*/	float destinationX; // -1 no destination
    	/*0x0024*/	float destinationY; // -1 no destination
    	/*0x0028*/	float isMoving;      // -1 not moving 0 moving
    };
    struct ObjectManager
    {
    	/*0x0000*/	void* unk_0000;
    	/*0x0004*/	Unit** objects;
    	/*0x0008*/	uint32_t objectCount;
    };
    struct Price
    {
    	/*0x0000*/	void* vtbl;
    	/*0x0004*/	char* name;
    	/*0x0008*/	char unk_0008[0x10];
    	/*0x0018*/	short typeID;
    	/*0x001A*/	char unk_001A[0x15A];
    
    	/*0x0174*/	uint16_t resourceType1;
    	/*0x0176*/	uint16_t cost1;
    	/*0x0178*/	uint16_t priceUnk1;
    
    	/*0x017A*/	uint16_t resourceType2;
    	/*0x017C*/	uint16_t cost2;
    	/*0x017E*/	uint16_t priceUnk2;
    
    	/*0x0180*/	uint16_t ResourceType3;
    	/*0x0182*/	uint16_t cost3;
    	/*0x0184*/	uint16_t priceUnk3;
    
    	/*0x0186*/	uint16_t buildTime;
    };
    struct Resources
    {
    	/*0x0000*/	float food;
    	/*0x0004*/	float wood;
    	/*0x0008*/	float stone;
    	/*0x000C*/	float gold;
    	/*0x0010*/	float populationLeft;
    	/*0x0014*/	void* unk_0014;
    	/*0x0018*/	float age;
    	/*0x001C*/	char unk_001C[0x10];
    	/*0x002C*/	float population;
    	/*0x0030*/	char unk_0030[0x1C];
    	/*0x004C*/	float unitsProduced;
    	/*0x0050*/	char unk_0050[0x8];
    	/*0x0058*/	float percentageExplored;
    };
    struct BuildEventArgs
    {
    	/*0x0000*/	char unk_0000;
    	/*0x0001*/	char builderCount;
    	/*0x0002*/	char playerID;
    	/*0x0003*/	char unk_0003;
    	/*0x0004*/	float posX;
    	/*0x0008*/	float posY;
    	/*0x000C*/	uint16_t buildingID;
    	/*0x000E*/	uint16_t unk_000E;
    	/*0x0010*/	char unk_0010[0x8];
    	/*0x0018*/	uint32_t builderID[0];
    };
    struct ChatLog
    {
    	/*0x0000*/	char unk_0000[0x58];
    	/*0x0058*/	char* msg[0];
    };
    Code:
    // this = unit(victim)
    float(__stdcall* GetDamage)(uint32_t attackType, float unkFloat_1, float unkFloat_2, Player* attackerPlayer, Unit* attackerUnit) = 0x0061B360;
    
    
    // this = unit
    float(__stdcall* MoveUnit)(float posX, float posY, uint32_t unk0) = 0x004B3900;
    
    
    // this = unit
    void(__stdcall* ChangeOwner)(Player* newOwner) = 0x004AB0F0;
    
    
    // this = building(unit)
    void(__stdcall* TrainUnit)(uint32_t unitID, uint32_t unk1) = 0x005409E0;
    
    
    // this = unit
    void(__stdcall* SetTargetUnit)(Unit* targetUnit, float posX, float posY, uint32_t unk0, uint32_t unk0_2, uint32_t unkMinus1) = 0x0061B510;
    
    
    // this = unit
    void(__stdcall* SetTargetLocation)(uint32_t unk0_1, float posX, float posY, uint32_t unk0_2) = 0x00621830;
    
    
    // this = price
    Unit*(__stdcall* CreateBuilding) (Player* player, float posX, float posY, uint32_t unk0, uint32_t unkMinus1) = 0x0044E120;
    
    
    // this = struct { uint32_t unk; GameData* ptr; }
    void(__stdcall* BuildStructure) (BuildEventArgs* args) = 0x004E18A0;
    
    
    // this = player
    void(__stdcall* DeselectAllUnits)(void) = 0x005D2FB0;
    
    
    // this = player
    void(__stdcall* SelectUnit)(Unit* unit, uint32_t unk0) = 0x0047A990;
    
    
    // this = UITextElement
    void(__stdcall* PrintText)(uint32_t position, char* msg, char color, uint32_t unk0_1, uint32_t unk0_2, uint32_t unk0_3, uint32_t unk0_4, uint32_t timeToShow, uint32_t unk0_5, uint32_t unkMinusOne) = 0x445D90;
    
    
    // this = UITextElement
    void(__stdcall* DrawUIText)() = 0x5C82F0;


    Example scripts:

    Kill all units in game apart from yours and the GAIA ones (seems to work even in multiplayer, but would need some 3rd party to confirm.
    Code:
    void AnalRape()
    {
    	uint16_t playerCount = mainClassPointer->gameMain->playerCount;
    	for (int i = 2; i < playerCount; i++)
    	{
    		Player* player = mainClassPointer->gameMain->players[i];
    		ObjectManager* mgr = player->objectManager;
    		int objCount = mgr->objectCount;
    
    		for (int i2 = 0; i2 < objCount; i2++)
    		{
    			Unit* unit = mgr->objects[i2];
    			unit->hp = 0.0;
    		}
    	}
    }
    "Teleport Hack" for your units (wanted to hook the movement event, but its protected from hooking by the steam):

    Code:
    float __stdcall MoveUnitHook(float posX, float posY, uint32_t unk0)
    {
    	Unit* unit;
    	__asm mov unit, ecx
    
    	if (mainClassPointer->gameMain->players[1] == unit->owner)
    	{
    		if ((uint32_t)unit->targetDataPtr > 0x400000)
    		{
    			TargetData** target = unit->targetDataPtr->targetData;
    			float destX = (*target)->destinationX;
    			float destY = (*target)->destinationY;
    			if (destX > 0 && destY > 0)
    			{
    				posX = destX;
    				posY = destY;
    			}
    		}
    	}
    	__asm mov ecx, unit
    	MoveUnitTrampoline(posX, posY, unk0);
    }
    Originally Posted by leo11173 View Post
    What are you looking for ?


    Btw, for actual patch, mainclass is at
    Aok hd.exe+781010
    Last edited by Wealthyking; 07-19-2019 at 06:22 AM.

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