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  1. #421
    danwins's Avatar Contributor
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    Did you ever get the Lua check working on 1.12.1? it looks like there a two different ones with different calling conventions:

    Code:
    int (__fastcall *)(char *, _DWORD, _DWORD)	// Function1
    int (__cdecl *)(char *, _DWORD, _DWORD)		// Function2
    it looks like the first one matches the 1.12.1 GetText function:

    Code:
    const char *__fastcall FrameScript_GetText(const char *, int, int)
    so i assume its possible to get it working but ive yet to see anyone do it.

    [WoW] 1.12.1.5875 Info Dump Thread
  2. Thanks culino2 (1 members gave Thanks to danwins for this useful post)
  3. #422
    alexsfx's Avatar Member
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    Originally Posted by TOM_RUS View Post
    I see you guys are digging something I already did back in 2010, may be you can make some use of this stuff warden.zip.
    Thank you man too. Your job is really impressive.

  4. #423
    luckruns0ut's Avatar Banned
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    [player object] + 0xB4C (4 bytes)

    Can be used to determine if you have an active fishing bobber. I'm not exactly sure what it is but the 4 bytes get set whenever a cast successfully lands, otherwise they are zero. It's probably a pointer to the bobber but I'm not sure.

    Also does anyone have a suggestion as to why my object manager isn't finding fishing bobbers? It finds everything else fine... Am I right in thinking that they are still GameObjects (object type 5) in Vanilla?

    Edit: was a problem reading the displayid descriptor (no sleep ftw)
    Last edited by luckruns0ut; 01-05-2017 at 11:24 PM.

  5. Thanks Corthezz (1 members gave Thanks to luckruns0ut for this useful post)
  6. #424
    DarkLinux's Avatar Former Staff
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    Originally Posted by luckruns0ut View Post
    Also does anyone have a suggestion as to why my object manager isn't finding fishing bobbers? It finds everything else fine... Am I right in thinking that they are still GameObjects (object type 5) in Vanilla?
    I have not had any problems with fishing, I'm just checking GameObject == 5, GAMEOBJECT_DISPLAYID == 668 and GAMEOBJECT_STATE == 0.
    Last edited by DarkLinux; 12-29-2016 at 05:18 PM.

  7. Thanks Corthezz, tutrakan, culino2 (3 members gave Thanks to DarkLinux for this useful post)
  8. #425
    DarkLinux's Avatar Former Staff
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    Code:
    ClientDB Zones 0x00C0E048
    
    CurrentZoneID 0x00468580
    Last edited by DarkLinux; 01-06-2017 at 03:41 PM.

  9. #426
    danwins's Avatar Contributor
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    dbcs(not rebased)
    Code:
    00C0E06C g_animationDataDB
    00C0E058 g_areaPOIDB
    00C0E044 g_areaTableDB
    00C0E030 g_areaTriggerDB
    00C0E01C g_attackAnimKitsDB
    00C0E004 g_attackAnimTypesDB
    00C0DFF0 g_auctionHouseDB
    00C0DFDC g_bankBagSlotPricesDB
    00C0DFC8 g_cameraShakesDB
    00C0DFB4 g_cfg_CategoriesDB
    00C0DFA0 g_cfg_ConfigsDB
    00C0DF28 g_characterFacialHairStylesDB
    00C0DF8C g_charBaseInfoDB
    00C0DF78 g_charHairGeosetsDB
    00C0DF64 g_charSectionsDB
    00C0DF50 g_charStartOutfitDB
    00C0DF3C g_charVariationsDB
    00C0DF14 g_chatChannelsDB
    00C0DF00 g_chatProfanityDB
    00C0DEEC g_chrClassesDB
    00C0DED8 g_chrRacesDB
    00C0DEC4 g_cinematicCameraDB
    00C0DEB0 g_cinematicSequencesDB
    00C0DE88 g_creatureDisplayInfoDB
    00C0DE9C g_creatureDisplayInfoExtraDB
    00C0DE74 g_creatureFamilyDB
    00C0DE60 g_creatureModelDataDB
    00C0DE4C g_creatureSoundDataDB
    00C0DE38 g_creatureSpellDataDB
    00C0DE24 g_creatureTypeDB
    00C0DE10 g_deathThudLookupsDB
    00C0DDFC g_durabilityCostsDB
    00C0DDE8 g_durabilityQualityDB
    00C0DDD4 g_emotesDB
    00C0DD98 g_emotesTextDB
    00C0DDC0 g_emotesTextDataDB
    00C0DDAC g_emotesTextSoundDB
    00C0DD84 g_environmentalDamageDB
    00C0DD70 g_exhaustionDB
    00C0DD48 g_factionDB
    00C0DD5C g_factionGroupDB
    00C0DD34 g_factionTemplateDB
    00C0DD20 g_footprintTexturesDB
    00C0DD0C g_footstepTerrainLookupDB
    00C0DCF8 g_gameObjectArtKitDB
    00C0DCE4 g_gameObjectDisplayInfoDB
    00C0DCD0 g_gameTipsDB
    00C0DCBC g_gMSurveyCurrentSurveyDB
    00C0DCA8 g_gMSurveyQuestionsDB
    00C0DC94 g_gMSurveySurveysDB
    00C0DC80 g_gMTicketCategoryDB
    00C0DC6C g_groundEffectDoodadDB
    00C0DC58 g_groundEffectTextureDB
    00C0DC44 g_helmetGeosetVisDataDB
    00C0DC30 g_itemBagFamilyDB
    00C0DC1C g_itemClassDB
    00C0DC08 g_itemDisplayInfoDB
    00C0DBF4 g_itemGroupSoundsDB
    00C0DBE0 g_itemPetFoodDB
    00C0DBCC g_itemRandomPropertiesDB
    00C0DBB8 g_itemSetDB
    00C0DB90 g_itemSubClassDB
    00C0DBA4 g_itemSubClassMaskDB
    00C0DB7C g_itemVisualEffectsDB
    00C0DB68 g_itemVisualsDB
    00C0DB40 g_languagesDB
    00C0DB54 g_languageWordsDB
    00C0DB2C g_lfgDungeonsDB
    00CE9D60 g_lightDB
    00CE9D88 g_lightFloatBandDB
    00CE9D9C g_lightIntBandDB
    00CE9D74 g_lightParamsDB
    00CE9DB0 g_lightSkyboxDB
    00C0DB18 g_liquidTypeDB
    00C0DAF0 g_loadingScreenTaxiSplinesDB
    00C0DB04 g_loadingScreensDB
    00C0DADC g_lockDB
    00C0DAC8 g_lockTypeDB
    00C0DAB4 g_mailTemplateDB
    00C0DAA0 g_mapDB
    00C0DA8C g_materialDB
    00C0DA64 g_nPCSoundsDB
    00C0DA78 g_nameGenDB
    00C0DA50 g_namesProfanityDB
    00C0DA3C g_namesReservedDB
    00C0DA28 g_packageDB
    00C0DA14 g_pageTextMaterialDB
    00C0DA00 g_paperDollItemFrameDB
    00C0D9EC g_petLoyaltyDB
    00C0D9D8 g_petPersonalityDB
    00C0D9C4 g_questInfoDB
    00C0D9B0 g_questSortDB
    00C0D99C g_resistancesDB
    00C0D988 g_serverMessagesDB
    00C0D974 g_sheatheSoundLookupsDB
    00C0D960 g_skillCostsDataDB
    00C0D924 g_skillLineDB
    00C0D94C g_skillLineAbilityDB
    00C0D938 g_skillLineCategoryDB
    00C0D910 g_skillRaceClassInfoDB
    00C0D8FC g_skillTiersDB
    00C0D8E8 g_soundAmbienceDB
    00C0D8D4 g_soundEntriesDB
    00C0D8C0 g_soundProviderPreferencesDB
    00C0D8AC g_soundSamplePreferencesDB
    00C0D898 g_soundWaterTypeDB
    00C0D884 g_spamMessagesDB
    00C0D780 g_spellDB
    00C0D870 g_spellCastTimesDB
    00C0D85C g_spellCategoryDB
    00C0D848 g_spellChainEffectsDB
    00C0D834 g_spellDispelTypeDB
    00C0D820 g_spellDurationDB
    00C0D80C g_spellEffectCameraShakesDB
    00C0D7F8 g_spellFocusObjectDB
    00C0D7E4 g_spellIconDB
    00C0D7D0 g_spellItemEnchantmentDB
    00C0D7BC g_spellMechanicDB
    00C0D7A8 g_spellRadiusDB
    00C0D794 g_spellRangeDB
    00C0D76C g_spellShapeshiftFormDB
    00C0D730 g_spellVisualDB
    00C0D758 g_spellVisualEffectNameDB
    00C0D744 g_spellVisualKitDB
    00C0D71C g_stableSlotPricesDB
    00C0D708 g_stationeryDB
    00C0D6F4 g_stringLookupsDB
    00C0D6E0 g_talentDB
    00C0D6CC g_talentTabDB
    00C0D6B8 g_taxiNodesDB
    00C0D690 g_taxiPathDB
    00C0D6A4 g_taxiPathNodeDB
    00C0D67C g_terrainTypeDB
    00C0D668 g_terrainTypeSoundsDB
    00C0D654 g_transportAnimationDB
    00C0D640 g_uISoundLookupsDB
    00C0D618 g_unitBloodDB
    00C0D62C g_unitBloodLevelsDB
    00C0D604 g_vocalUISoundsDB
    00C0D5DC g_weaponImpactSoundsDB
    00C0D5C8 g_weaponSwingSounds2DB
    00C0D5F0 g_wMOAreaTableDB
    00C0D5B4 g_worldMapAreaDB
    00C0D5A0 g_worldMapContinentDB
    00C0D58C g_worldMapOverlayDB
    00C0D578 g_worldSafeLocsDB
    00C0D564 g_worldStateUIDB
    00C0D550 g_zoneIntroMusicTableDB
    00C0D53C g_zoneMusicDB
    ida py rename script(not rebased)
    Paste2.org - Viewing Paste xZKmbUFk

    struct:

    Code:
    struct WowClientDB
    {
      void *m_records;
      int m_numRecords;
      void **m_recordsById;
      int m_maxId;
      int m_loaded;
    };
    Code:
    struct AreaTableRec
    {
      int m_ID;				// Unique ID
      int m_map;				// The map on which the area is located.
      int m_parentAreaTable;		// Refers the parent area if set.
      signed int m_areaBit;
      signed int m_flags;
      int m_soundPreferences;		// Sound settings when moving while in this area.
      int m_soundPreferencesUnderwater;	// Sound settings when moving in water while in this area.
      int m_soundAmbience;			// Background sounds — birds, falling leafs, etc. — playing when in this area.
      int m_zoneMusic;			// The background music when playing in this area.
      int m_zoneIntroMusicTable;		// Music played upon entering the area.
      signed int m_explorationLevel;	// The suggested character level for exploring this area.
      const char* m_areaName_lang[8];	// The name of the area.
      int m_areaName_flag;
      int m_factionGroup;			// References the faction group which owns this area.
      int m_liquidType;			// References the type of liquid to be found in this area.
      signed int m_minElevation;		// Lowest possible Z coordinate for this area.
      float m_ambientMultiplier;		// Modifier for character lighting.
      int m_light;				// References the type of lighting to be seen in this area.
    };
    
    struct WowClientDB<AreaTableRec>
    {
      AreaTableRec *m_records;
      int m_numRecords;
      AreaTableRec **m_recordsById;
      int m_maxId;
      int m_loaded;
    };
    Last edited by danwins; 01-02-2017 at 09:26 AM.

  10. Thanks Corthezz, tutrakan, Vandra (3 members gave Thanks to danwins for this useful post)
  11. #427
    jojjster's Avatar Member
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    Quick question: Is it considered safe to patch in a jump into CGxDeviceD3d__ISceneEnd for use on Elysium/Nostalrius?

    I have read conflicting views on this, some say it's an address checked by (mangos) Warden while others say that it's safe because other applications like fraps or similar also do this.

  12. #428
    luckruns0ut's Avatar Banned
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    If that's the same function you get at entry 42 in the vtable (EndScene), its definitely ok... If its not, its probably still ok (only two I've actually used when playing most are EndScene and Reset)

  13. #429
    luckruns0ut's Avatar Banned
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    Check if unit is hostile towards another unit:

    Code:
    auto unitIsEnemy = reinterpret_cast<int(__thiscall*)(void* unit1, void* unit2)>(0x6061e0);
    Will return 2 if they are enemies, 1 if they are friendly.

    Can be used to determine if an enemy will aggro to you or not.

    Edit:

    I just got an account banned on nost-pvp by writing (xor ecx, 0x100) to 0x482ED3 (remove-afk). I spent a while ****ing with different things at that address but when I wrote those exact bytes, it banned me. The people who care about that info probably already know it, but just in case its useful to anyone
    Last edited by luckruns0ut; 01-08-2017 at 10:31 PM.

  14. Thanks tutrakan (1 members gave Thanks to luckruns0ut for this useful post)
  15. #430
    tutrakan's Avatar Contributor
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    Thanks for the ban info.


    Originally Posted by luckruns0ut View Post
    Check if unit is hostile towards another unit:

    Code:
    auto unitIsEnemy = reinterpret_cast<int(__thiscall*)(void* unit1, void* unit2)>(0x6061e0);
    Will return 2 if they are enemies, 1 if they are friendly.

    Can be used to determine if an enemy will aggro to you or not

    BTW, the function at 0x006061E0 returns the unit reaction:
    Code:
    enum ReputationRank
    {
        REP_HATED       = 0,
        REP_HOSTILE     = 1,
        REP_UNFRIENDLY  = 2,
        REP_NEUTRAL     = 3,
        REP_FRIENDLY    = 4,
        REP_HONORED     = 5,
        REP_REVERED     = 6,
        REP_EXALTED     = 7
    };
    If you are looking for a "can attack", there is a function that returns bool at 0x00606980 with the same params/call.conv.
    Last edited by tutrakan; 01-09-2017 at 05:48 PM.

  16. Thanks luckruns0ut (1 members gave Thanks to tutrakan for this useful post)
  17. #431
    luckruns0ut's Avatar Banned
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    Thanks, I already knew about UnitCanAttack but I intend on weighting my navmesh so that the pathfinding will attempt to avoid aggressive mobs. The other flags are useful, though.

    Edit:

    Current tick count is at 0xce8988. Not hard to find but I didn't find it posted
    Last edited by luckruns0ut; 01-10-2017 at 03:53 PM.

  18. #432
    Famous's Avatar Member
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    Does anybody happen to have a named idb for this patch? I ran BinDiff with patch 6.x, not the best results!
    Slazer from the Elite group of Deathsoft

  19. #433
    NotJuJuBoSc's Avatar Corporal
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    Originally Posted by Famous View Post
    Does anybody happen to have a named idb for this patch? I ran BinDiff with patch 6.x, not the best results!
    Just use the 1.0.X.whatever alpha build with pdb as reference, it's pretty straightforward

  20. Thanks tutrakan, Famous (2 members gave Thanks to NotJuJuBoSc for this useful post)
  21. #434
    nengonon's Avatar Member
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    Hi guys I'm not sure how PQR works internally but is there any way to get it to work with this build(actually for elysium server)?

    Here's an example of the needed offsets:

    <CurrentWoWVersion>5875</CurrentWoWVersion>
    <WoWVersionOffset>0x00837C0</WoWVersionOffset>
    <PlayerName>0x827D88</PlayerName>
    <PlayerClass>0x879E89</PlayerClass>
    <GetCurrentKeyBoardFocus>0x9CE474</GetCurrentKeyBoardFocus>
    <GameState>0x00B4B424</GameState>
    <Lua_DoStringAddress>0x419210</Lua_DoStringAddress>
    <Lua_GetLocalizedTextAddress>0x3225E0</Lua_GetLocalizedTextAddress>
    <Detour>0xBF0F0</Detour>
    <Overwritten>55 8B EC 81 EC F8 00 00 00</Overwritten>

    I would appreciate any tip on the matter

  22. #435
    Famous's Avatar Member
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    Originally Posted by NotJuJuBoSc View Post
    Just use the 1.0.X.whatever alpha build with pdb as reference, it's pretty straightforward
    Thanks, worked like a charm! Here's the source for anyone else interested (provided by jh16):
    [WoW] Binary Collection (Release &amp; PTR) ([WoW] Binary Collection (Release & PTR))
    Slazer from the Elite group of Deathsoft

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