Alternative to teleporting from EndScene? menu

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  1. #1
    hamgaacaan's Avatar Member
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    Alternative to teleporting from EndScene?

    Hello, I'm not really a WoW player but my friends play on a vanilla 1.12.1 server.
    I had a poke through memory and quickly found that you could teleport by iterating ObjMgr and overwriting your players location.
    The problem is that I'm calling a function to do this from ImGui through dx9 EndScene, and for obvious reasons I imagine that it's fairly far down the calls made in the main loop of WoW.
    I believe that a bad side effect of this is that teleporting while your character is in motion does not seem to work properly every time.

    I am not very good with reverse engineering, so I was wondering if someone could point me toward a function that gets called before any player movement is made / sent.
    An example of this in a Source engine game would be CreateMove, used by most people for aimbots.

    Could not find anything on search.
    Thank you all very much in advanced, and apologies if this has been answered before.

    Alternative to teleporting from EndScene?
  2. #2
    namreeb's Avatar Legendary

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    The reason that using that method to teleport while you're moving has nothing to do with how far down in a call string you are. It has to do with the fact that the client was not designed to allow for the position to change like that. It has code to say basically "I'm walking and my last position was (x,y,z)", then you teleport to (a, b, c), then the client's movement code executes saying "i need to move from (x, y, z) to (x+1, y+1, z+1)".

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  4. #3
    hamgaacaan's Avatar Member
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    Thanks namreeb, bad mistake on my part. What solution would you propose? I was thinking of somehow neutralizing movement before teleport. Don't have time now, but I will play around later. I appreciate the correction.

  5. #4
    namreeb's Avatar Legendary

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    In my opinion, the easiest solution is to require the player to not be moving. So when a teleport is initiated, you first check the movement flags. If they indicate movement, refuse the teleport, and provide feedback to the user.

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  7. #5
    Jadd's Avatar 🐸 Premium Seller
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    What are you calling to set your position? I'm pretty sure CGUnit_C::SetPosition works perfectly fine while moving..

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    namreeb's Avatar Legendary

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    My understanding was that he was manually writing the coordinates to the appropriate location in memory.

  9. #7
    tutrakan's Avatar Contributor
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    Originally Posted by hamgaacaan View Post
    I am not very good with reverse engineering, so I was wondering if someone could point me toward a function that gets called before any player movement is made / sent.
    BOOL __thiscall CMovement::UpdatePlayerMovement(CMovement *this, int timeStamp) @ 0x00615C30

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  11. #8
    lolp1's Avatar Site Donator CoreCoins Purchaser
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    Originally Posted by tutrakan View Post
    BOOL __thiscall CMovement::UpdatePlayerMovement(CMovement *this, int timeStamp) @ 0x00615C30
    I've never actually used this function, but I am assuming the timestamp is from what the GetCurTimeMs or whatever it is returns?

  12. #9
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by lolp1 View Post
    I've never actually used this function, but I am assuming the timestamp is from what the GetCurTimeMs or whatever it is returns?
    Movement uses a slightly different timestamp: CMovement_C::GetCurrUpdateTime

  13. #10
    tutrakan's Avatar Contributor
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    Originally Posted by lolp1 View Post
    I've never actually used this function, but I am assuming the timestamp is from what the GetCurTimeMs or whatever it is returns?
    It is taken from CMovementGlobals->m_lastUpdateTime and is verified against 250ms elapsed time and CMovement->TimeSinceLastMoveEvent somehow. I didn't get in detail because I don't use it neither.

    Originally Posted by Jadd View Post
    Movement uses a slightly different timestamp: CMovement_C::GetCurrUpdateTime
    Do you have the address for 1.12.1?
    Last edited by tutrakan; 02-26-2017 at 05:59 PM.

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