2.0.1 PTR Offset for attribute menu

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  1. #1
    bastiflew's Avatar Active Member
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    2.0.1 PTR Offset for attribute

    Hi,

    I can't find the new offset for attribute, anyone can help me ?

    I start :
    First actor : 0x01CB0D8C] + 0x940] + 0x120] + 0x0]
    Actor count : 0x01CB0D8C] + 0x940] + 0x108]
    First ACD : 0x01CB0D8C] + 0x8d8] + 0x0] + 0x120] + 0x0]
    ACD count : 0x01CB0D8C] + 0x8d8] + 0x0] + 0x108]

    Thanks !

    2.0.1 PTR Offset for attribute
  2. #2
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    I try to write it down in your style

    AttributeGroupContainer:
    1.0.8: [[0x18CE394] + 0x894] + 0x70
    2.0.0: [[0x1CB0D8C] + 0x8CC] + 0x54

    Please note that
    - a lot of stuff, structs, offsets changed in 2.0.0. It is not just a small patch.
    - I'm very busy so I may have no time to respond for your further questions.

    Be prepared that the entire attribute management is changed, now there are two hashtables (in fact 4 or five).
    It looks like one is holding the attributes for the main actors (players), other is for everything else.
    Last edited by KillerJohn; 12-17-2013 at 03:14 PM.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  3. #3
    ejt's Avatar Contributor
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    I'm trying to reverse engineer the PTR aswell and most of everything has changed.

    Objectmanager: 0x1CB0D8C (you had this already)

    //sizeof = 0x210
    struct tObManStorage
    {
    DWORD unknown_0[11]; // 0x000
    float fl_120; // 0x02C
    float fl_1; // 0x030
    DWORD unknown_34[25]; // 0x034
    DWORD tick_count; // 0x094
    DWORD unknown_98[4]; // 0x098
    CObDataContainer* Data; // 0x0A8
    DWORD unknown_0AC[7]; // 0x0AC
    CAttribGroupsContainer* AttribGroups; // 0x0C8
    DWORD unknown_0CC[2]; // 0x0CC
    tContainer<CACD>** ACD; // 0x0D4
    DWORD unknown_0D8[17]; // 0x0D8
    ULONG Mode; // 0x118
    DWORD unknown_11C[4]; // 0x11C
    void* Lights; // 0x128
    void* Cutscenes; // 0x12C
    UCHAR unknown_130; // 0x130
    tContainer<CRActor>* Actors; // 0x134
    ULONG ppCloth; // 0x13C Not sure
    ULONG ppExplosion; // 0x140 Not sure
    DWORD unknown_144[6]; // 0x144
    CameraRaw* CameraPtr; // 0x158
    DWORD unknown_15C[3]; // 0x15C Sounds?
    ObManFrames* Frames; // 0x168
    DWORD unknown_16C[3]; // 0x16C
    tContainer2<SceneRaw>* Scenes; // 0x178
    DWORD unknown_17C[2]; // 0x17C
    CObMovHPtr* MovHistory; // 0x184
    ULONG unknown_188[10]; // 0x188
    //CameraRaw2 *CameraPtr2; // 0x18C Not sure
    tContainer2<CWorld>* Worlds; // 0x1B0
    DWORD unknown_1B8; // 0x1B4
    CObLocal* Local; // 0x1B8
    ULONG unknown_1BC[8]; // 0x1BC
    };

    //sizeof = 0x9C0
    class ObMan
    {
    public:
    struct tPad
    {
    DWORD unknown_0[14]; // 0x000
    ULONG FrameCurrent; // 0x038
    DWORD unknown_3C[497]; // 0x03C
    };

    tPad Data; // 0x000
    tObManStorage Storage; // 0x7CC
    };
    There also seems to be 2 list containers in the new expansion for some reason, still trying to figure out why:

    //sizeof = 0x1D0
    template <class T>
    class tContainer
    {
    public:
    CHAR Name[256]; // 0x000
    ULONG Limit; // 0x100
    ULONG SizeOf; // 0x104
    ULONG Count; // 0x108
    DWORD unknown_10C[5]; // 0x10C
    T* List; // 0x120
    DWORD unknown_124; // 0x124
    ULONG Bits; // 0x128
    };

    //sizeof = 0x1D0
    template <class T>
    class tContainer2
    {
    public:
    CHAR Name[256]; // 0x000
    ULONG Limit; // 0x100
    ULONG SizeOf; // 0x104
    ULONG Count; // 0x108
    DWORD unknown_10C[4]; // 0x10C
    T* List; // 0x11C
    };
    Thats what I've come up with for the object manager so far and should help you with the rest. I will try to make a thread of the new structures when I'm done unless someone else beats me to it.
    But note that alot of the addresses could be wrong and still a work in progress.
    I'm using DarthTons framework as a base so creds to him aswell as Moorge.
    Last edited by ejt; 12-21-2013 at 06:08 AM.

  4. #4
    enigma32's Avatar Legendary
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    Originally Posted by ejt View Post
    I'm trying to reverse engineer the PTR aswell and most of everything has changed.

    Objectmanager: 0x1CB0D8C (you had this already)



    There also seems to be 2 list containers in the new expansion for some reason, still trying to figure out why:



    Thats what I've come up with for the object manager so far and should help you with the rest. I will try to make a thread of the new structures when I'm done unless someone else beats me to it.
    But note that alot of the addresses could be wrong and still a work in progress.
    I'm using DarthTons framework as a base so creds to him aswell as Moorge.
    Those actually aren't lists (in terms of node lists, singly and doubly linked lists are used though) and there has always been 2 versions. One for static capacity/limit and one for dynamic. These containers changed a bit in PTR. I'll post a thread about it Soon™.

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