Some Pointer for Player Data menu

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  1. #16
    prometheus's Avatar Member
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    idk how useful but this is from the last update.
    Attached Files Attached Files

    Some Pointer for Player Data
  2. #17
    sadocan's Avatar Private
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    Originally Posted by SSlisa View Post
    Ok So first post for me =)

    I found some of the info you posted useful so I thought I would pitch in aswell.

    Game Version 15,572
    Code:
    PLAYER_INTERACT_TARGET -> Gw2.exe + 14838C0 (4 bytes)
    That is either 0 or the same value as this when you have the object targeted.
    Code:
    PLAYER_TARGET -> Gw2.exe + 14838F0  (4 bytes)
    I can find the actual Text displayed for the interaction easily but finding reliable pointer/offsets has eluded me.



    For loading screen I have this

    Code:
    [[[[[Gw2.exe + 11B0A90] C8] + 4] + 0]  + 3BC] (4 bytes)
    1 if in loading screen and 0 if not.

    For in combat I have
    Code:
    Gw2.exe + 11B3A50
    The "incombat" is misleading, if you take damage or you do damage then you are concidered in combat, you can't switch any elite or utility skills when "incombat".
    So you could have a mob trying to attack you but doing no damage and the game doesn't concider you to be in combat.

    I have it all set up with patterns and such for updates after patches, so getting the new addresses is very easy.
    Hope it helps someone =)
    Do you have any offsets from the base address (gw2.exe) for the PLAYER_INTERACT_TARGET (Gw2.exe + 14838C0)
    I don't think 14838C0 is a permanent offset to the memory address - try restarting your client and check if the value is still the same or if the address is still the same.
    Gw2.exe + 14838C0 should be 0 if you have no interact target, in my client and CE it shows 1279870559.

  3. #18
    karliky's Avatar Contributor Authenticator enabled
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    I think your player interact is wrong, mine is:
    Gw2.exe+12838C0

  4. #19
    sadocan's Avatar Private
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    Originally Posted by karliky View Post
    I think your player interact is wrong, mine is:
    Gw2.exe+12838C0
    Yes because 12838C0 should be your temporary address. This changes every client start.
    You need to find the offset to the base memory address to get a permanent pointer e.g. [[[[[Gw2.exe + 11B0A90] ??] + ??] + ??] + ??]

  5. #20
    SSlisa's Avatar Corporal
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    yeah was a typo, meant to be 0x16838C0, which is Gw2.exe+ 12838C0, Address is static so no it doesn't change each time you start client, no offsets needed.
    I'll edit previous post with 12838C0

    I usually deal with actual addresses as opposed to the process + (address-processstartaddress), so yeah when I posted I had to - 400000 but I did - 200000.
    I will probably just post it with the 0xaddress now so it doesn't happen again lol
    Last edited by SSlisa; 09-26-2012 at 07:06 PM.

  6. #21
    sadocan's Avatar Private
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    Originally Posted by SSlisa View Post
    yeah was a typo, meant to be 0x16838C0, which is Gw2.exe+ 12838C0, Address is static so no it doesn't change each time you start client, no offsets needed.
    I'll edit previous post with 12838C0

    I usually deal with actual addresses as opposed to the process + (address-processstartaddress), so yeah when I posted I had to - 400000 but I did - 200000.
    I will probably just post it with the 0xaddress now so it doesn't happen again lol
    Do you have any static address for the Interact Type? e.g.

    Loot/Interact/set: 19114032
    Chop: 19113968
    Gather: 19113952
    Greet: 19113888
    Mine: 19113984
    Revive: 19113920

    Thats what I found in some temporary address.
    If you stand next to an ore the pointer will show 19113984 (for mining) and in your static address (0x16838C0) it's 259790832 which is a unique ID for the ore.

  7. #22
    SSlisa's Avatar Corporal
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    Well I currently have
    Static
    0x1685224
    Offsets
    0x0, 0xC4, 0x22
    It is Unicode String(text) but it isn't 100% reliable, so it is the actual text and language dependant.
    So when you can loot it has "Search [F]" when you are next to ore it has "Mine [F]" but like I said it isn't 100% reliable, a friend of mine noticed a "type" indicator like you mentioned I can't recall the offset difference to what I posted off hand though.

    --=== Added ===--
    Found the post by my friend, if you change last offset to 0x8 you get the type ID, so 0x0,0xC4,0x8. (4byte hex)
    examples
    13F6A Greet [F]
    17CA1 View [F] (Vista)
    13E5C Revive [F]
    1403F Search [F] (Loot)
    Last edited by SSlisa; 09-27-2012 at 09:51 PM.

  8. #23
    DennyPow's Avatar Corporal
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    Originally Posted by Maddin1803 View Post
    First of all, as you maybe already guessed, this are structs, do yourself a favor and make some structs out of your infos

    For the headding pairs, if you ever stumple across something like that, think about why would you implement something this way, didnt looked it up as you dont need to know yet, but i guess this a
    a) headding of your character and headding of your minimap
    or
    b) your true headding and your visual headding

    If you look at the floats within your headding variables, you see they change from -1 to 1 both while you are turning, so you know you have 4 peaks, north south east and west will be something like 1 0 , -1 0 etc.
    So you know you have 4 quadrants and a value indicating where in the quadrant you are.
    You could now implement the math behind it, or you will be clever and use an atan function which is provided by nearly every math libary in ever language :P

    Sorry, dont have anything here to look up how exactly i did it but it should be something like

    "No real code"

    a = math.atan2(heada, headb)
    if a < 0
    {
    a = a + pi *2
    }

    b = a * 180
    c = b / PI

    headding in degree = c + 90

    if headding in degree > 360
    {
    headding in degree = headding in degree - 360
    }

    You dont need to split it up that much, but i think its better as an example.

    Could you say how do you calculate the other stuff sin cos to this angel?

  9. #24
    SSlisa's Avatar Corporal
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    Originally Posted by DennyPow View Post
    Could you say how do you calculate the other stuff sin cos to this angel?
    I'm not sure why you need to use cos and sin but I am guessing you are asking about movement between 2 sets of coords and using the players angle to make sure you face where you need to?

    This is in LUA by the way.
    Code:
    Angle = math.atan2(Dir2, Dir1) + math.pi;
    angle = math.atan2(destination.Y - current.Y, destination.X - current.X) + math.pi;
    Then we do a little function to make sure it doesn't get messed up.
    Code:
    angleDif = angleDifference(angle, Angle)
    
    function angleDifference(angle1, angle2)
      if( math.abs(angle2 - angle1) > math.pi ) then
        return (math.pi * 2) - math.abs(angle2 - angle1);
      else
        return math.abs(angle2 - angle1);
      end
    end
    so angleDif is the angle between where you are facing and where you want to be facing, mainly used in code to turn to face the right direction.

    Just to be on topic I'll post another Address I have =)
    Code:
    PLAYER_TARGET -> Gw2.exe + 12838F0  (4 bytes)
    This address is for ALL target types, there is another address which is purely for mobs (things you can attack).
    Code:
    PLAYER_TARGET_MOB -> Gw2.exe + 12838D8  (4 bytes)
    Last edited by SSlisa; 10-01-2012 at 04:07 AM.

  10. #25
    KingOfCats's Avatar Private
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    Originally Posted by JuJuBoSc View Post
    Code:
            public static float QuaternionsToRadian(float HeadingX, float HeadingY)
            {
    
                return (float)Math.Atan2(HeadingY, HeadingX);
    
            }
    
            public static void RadianToQuaternions(float Radian, ref float HeadingX, ref float HeadingY)
            {
    
                HeadingX = (float)Math.Cos(Radian);
                HeadingY = (float)Math.Sin(Radian);
    
            }
    You're welcome
    I have been trying to get a simple way point system working so maybe someone can take a look at my code and see where I am going wrong?

    Code:
    void SetPointers()
    {
    	PosX = (void*)0x0165DD08;
    	PosY = (void*)0x0165DD0C;
    	PosZ = (void*)0x0165DD10;
    
    	RotCos = (void*)0x165DCF0;
    	RotSin = (void*)0x165DCF4;
    	
    	TurnLeft = (void*)0x016A5558;
    	TurnRight = (void*)0x016A555C;
    	MoveForward = (void*)0x016A5548;
    	MoveBackward = (void*)0x016A554C;
    }
    
    float angleDifference(float angle1, float angle2)
    {
      if(abs(angle2 - angle1) > M_PI )
      {
        return ((M_PI * 2) - abs(angle2 - angle1));
      }
      else
      {
        return abs(angle2 - angle1);
      }
    }
    
    void FaceDirection(float x, float z, float angletolerance = 0.1)
    {
    	float angle(0);
    	float angleDif(0);
    	float selfangle(0);
    
    	
    		selfangle = atan2(*(float*)RotCos, *(float*)RotSin);
    				
    		angle = atan2(z - *(float*)PosZ, x - *(float*)PosX)+M_PI;
    	
    		angleDif = angleDifference(angle, selfangle);
    	
            if( angleDif > angletolerance)
    		{
                    //-- Attempt to face it
                    if(angleDif > angleDifference(angle, selfangle+ 0.01))
    				{
                            //-- Rotate left
    						*(bool*)TurnLeft = 1;
    				}
                    else
    				{
                            //-- Rotate right
    					   *(bool*)TurnRight = 1;
    				}
    		}
            else
    		{ 
                    //-- no turning after looking in right direction 
    				*(bool*)TurnRight = 0;
    				*(bool*)TurnLeft = 0;
                  
    		}
    }
    void Move(float x = 0, float z = 0, float disttolerance = 20)
    {
            float angle(0);
    		float dist(0);
    
    		do
    		{
    			dist = sqrt((pow(x - *(float*)PosX,2))+ (pow(z - *(float*)PosZ,2)));
    	        
    			if(15 > dist)
    			{
    					angle = 0.5;
    			}
    			else 
    			{
    					angle = 0.2;
    			}
    
    			FaceDirection(x, z, angle);
    	                            
    			if(dist > disttolerance)
    			{
    				   *(bool*)MoveForward = 1;
    			}
    			else
    			{
    				   *(bool*)MoveForward = 0;
    			}
    			//Sleep(100);
    		}while(*(bool*)MoveForward != 0);
    }

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