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  1. #16
    hb123220's Avatar Member
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    Originally Posted by Valtharak View Post
    Nice _Mike.

    would instant logout work the same or it's a patch to of the town check of some sort?

    +rep
    some bots can do it now,, instant logout even not in-town,, anyone knows how to leave game without waiting for 10s?
    there are 3 attributes about game_time,,
    Respawn_Game_Time = 7,
    Checkpoint_Resurrection_Allowed_Game_Time = 590,
    Checkpoint_Resurrection_Forced_Game_Time = 0x24f,
    i dont think we can use SetInt() to do that...:confused::confused:

    [Diablo 3][[1.0.2.9749] Retail Patch 2 - Info Dump Thread
  2. #17
    st0724's Avatar Member
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    Originally Posted by _Mike View Post
    It's not an engine function like the GetInt() address posted above is. My Actor::Attribute() method returns an Attribute reference, which is basically just a wrapper around the attribute object pointer as used by the native GetInt/GetDouble.
    The point was just to mention that if you set it to zero you can instantly res, not how to set it to zero
    Oh okay. What I was referring to was the function right after GetInt. I always thought it was SetInt, never verified it.

  3. #18
    st0724's Avatar Member
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    Originally Posted by hb123220 View Post
    some bots can do it now,, instant logout even not in-town,, anyone knows how to leave game without waiting for 10s?
    there are 3 attributes about game_time,,
    Respawn_Game_Time = 7,
    Checkpoint_Resurrection_Allowed_Game_Time = 590,
    Checkpoint_Resurrection_Forced_Game_Time = 0x24f,
    i dont think we can use SetInt() to do that...:confused::confused:
    I'm forcing a "thread refresh" and it instantly kick you out of the game and put you back to the hero screen. But I think (though I can be wrong) that it's kinda moot since your character will still be in the game for 10s. For example, if you instant-leave and resume the game immediately, it'll take an extra ~10s to resume. At least, this is the case for me most of the time.

  4. #19
    StealthyXor's Avatar Member
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    Originally Posted by bsdunx View Post
    This is a global pointer to the primary game client which is 0x41EB0 bytes in size, pasted wrong address perhaps?
    ah yes possibly bsdunx, sorry
    i received the new client from a US player because it was late and i didnt want to wait for the patch to roll out on EU next morning
    so i just did this quick quick

  5. #20
    DennyPow's Avatar Corporal
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    Can someone explain me how I get the references to the attributes that I can read/write them?
    Last edited by DennyPow; 06-10-2012 at 04:06 PM.

  6. #21
    DrGonzo's Avatar Contributor
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    0x0083A450 GetItemQualityLevel, inside 2 levels you get to sub_85E2D0.

    void *__thiscall sub_85E2D0(void *this, unsigned __int16 guid, signed int key)
    {
    int pAttribTable; // eax@1
    void *v5; // [sp+0h] [bp-4h]@1

    v5 = this;
    pAttribTable = z_getAttributeTableForGUID(guid);
    sub_85E150((int)&v5, pAttribTable, key);
    return v5;
    }

    guid is the ACDActor guid, key is the attribute id you're trying to look up.

  7. #22
    DennyPow's Avatar Corporal
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    What does mean .... sub_85E2D0(void *this <---? :confused:

  8. #23
    Jens's Avatar Contributor
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    Originally Posted by DennyPow View Post
    What does mean .... sub_85E2D0(void *this <---? :confused:
    Using GCC the this pointer is passed as the first stack arg. under _thiscall, iirc.

  9. #24
    VersaGER's Avatar Member
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    nice ,thank you

  10. #25
    DennyPow's Avatar Corporal
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    Originally Posted by Jens View Post
    Using GCC the this pointer is passed as the first stack arg. under _thiscall, iirc.
    I don't understand how to use what contains this value if i want call it (injected code) :confused:
    Last edited by DennyPow; 06-11-2012 at 01:08 PM.

  11. #26
    RamirezX's Avatar Member
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    Originally Posted by DennyPow View Post
    I don't understand how to use what contains this value if i want call it (injected code) :confused:
    as this try to use [[obMan] + 8B0]

    http://www.nynaeve.net/?p=73
    Last edited by RamirezX; 06-12-2012 at 01:04 AM.

  12. #27
    Jens's Avatar Contributor
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    Update for 1.0.2.9991

    Code:
    ManagersBase = 0x01580A2C
    GetPlayerGuid = 0x0097CEF0
    IterateActors = 0x009E1CB0
    IterateItems = 0x00849490
    GetActorPtrFromGuid = 0x00829920
    GetACDPtrFromACDGuid = 0x00816E70
    GetSNOPtrFromGuid = 0x00894480
    GetDouble = 0x008B45F0
    GetInt = 0x008B46B0
    
    Overwrite [[ManagersBase + 0x8D4] + 0xD0] with -10 to 1 to zoom, the lower the number, the further out you go
    Overwrite [0x00F26F80 + 0x10] with 0x08 to disable collisions
    Last edited by Jens; 06-13-2012 at 01:55 AM.

  13. #28
    boredevil's Avatar Active Member
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    guys start a new thread for every patch and give it the right name, so people can actually find stuff by using the search function...

  14. #29
    st0724's Avatar Member
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    Originally Posted by Jens View Post
    Update for 1.0.2.9991

    Code:
    ManagersBase = 0x01580A2C
    GetPlayerGuid = 0x0097CEF0
    IterateActors = 0x009E1CB0
    IterateItems = 0x00849490
    GetActorPtrFromGuid = 0x00829920
    GetACDPtrFromACDGuid = 0x00816E70
    GetSNOPtrFromGuid = 0x00894480
    GetDouble = 0x008B45F0
    GetInt = 0x008B46B0
    
    Overwrite [[ManagersBase + 0x8D4] + 0xD0] with -10 to 1 to zoom, the lower the number, the further out you go
    Overwrite [0x00F26F80 + 0x10] with 0x08 to disable collisions
    Thanks for the update. I do have to warn people that warden scans for collision code.

    guys start a new thread for every patch and give it the right name, so people can actually find stuff by using the search function...
    Yea... I was also thinking about that but I think it's okay for minor patches. Seems less messy for me at least.

  15. #30
    DrGonzo's Avatar Contributor
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    Thanks for the update. I do have to warn people that warden scans for collision code.
    Any more info? Is this confirmed? I've been watching for reads of the affected area and haven't seen any yet. Or is this not a scan of specific bytes and more a CRC of the .code section?

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