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  1. #76
    Sychotix's Avatar Moderator Authenticator enabled
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    btw, the offsets you posted should not be editable. The real editable addresses happen to be pointers. For your use, they are perfect though. Bots don't need to edit coords and such =P

    FREE speedhack / teleport
  2. #77
    rockman319's Avatar Member
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    So this program (c#) says Warhammer isn't loaded yet because it failed this line
    if (!this.Mem.LoadBasePtr((IntPtr) 0xd3427cL, 0))
    and maybe more... but anyone knows the new address for this?

  3. #78
    Timmytimmelson's Avatar Member
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    I found the player pointer pretty easily but can't pinpoint the War List pointer. id be happy to share if anyones got it

  4. #79
    HansW's Avatar Active Member
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    Got most of my functions and pointers back. But the Entity List and Entity Structure has been changed alot. They added a mutex to the list, so there are major changes. As i try to have the structs in sync with the client i need more time to go over the different Entity Types constructors to rebuild them.

    Those are the pointers, but they will do you no good. The Player struct changed also, but not so much. Teleport should still work, but i did not try. ( meaning the offsets for the player are still valid)

    #define WAR_Player 0xd3d4dc
    #define WAR_MythicInterface 0xf3044c
    #define WAR_MainEntityList 0xd3d2c8 <-- changed alot, may not work.

    So basicly Speedhacking and Teleport should be possible. Have fun coding.

    Just checked: The mutex is added to the end of the EntityList, so the list may be used as before. The Entitys inside it still changed alot. There is a "Platform" Entity Type that was not there before. The Entitys themselfs seem to have a virtual function table now, so everything is "moved back" 4 Bytes. All Entity object sizes changed. They got smaller !
    Last edited by HansW; 04-17-2009 at 11:23 AM.

  5. #80
    PharmerPhale's Avatar Member
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    Originally Posted by Sychotix View Post
    btw, the offsets you posted should not be editable. The real editable addresses happen to be pointers. For your use, they are perfect though. Bots don't need to edit coords and such =P
    You talkin' to me?

  6. #81
    Timmytimmelson's Avatar Member
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    HansW always appreciate your help. I have to ask you though... I noticed that in the previous patch the MainEntityList pointer would seemingly randomly stop pointing to the MainEntityList object. I found that if I iterated 4 bytes in either direction from what was listed as the pointer I found pointers to other objects of the same type that seemed to contain current or identical entity data... is this the effect of mutex or is it something far worse?

  7. #82
    Sychotix's Avatar Moderator Authenticator enabled
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    Yes PharmerPhale, I was talking to you.

    And HansW, do you mean that the the entities platform is handled by the client now? That would mean the possibility of some interesting hacks if that were true... I need to talk to Jewbacca whenever he gets on about it.

  8. #83
    HansW's Avatar Active Member
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    Originally Posted by Timmytimmelson View Post
    HansW always appreciate your help. I have to ask you though... I noticed that in the previous patch the MainEntityList pointer would seemingly randomly stop pointing to the MainEntityList object. I found that if I iterated 4 bytes in either direction from what was listed as the pointer I found pointers to other objects of the same type that seemed to contain current or identical entity data... is this the effect of mutex or is it something far worse?
    There are 4 lists with entities in it. the pointers are adjacent in memory.

    There was no mutex in the list before the patch. i had problems with entity pointers becoming invalid, but before the patch. Lets hope the guys a mythics fixed that with the new mutex ;-) . i will keep you updated with what i find.
    Last edited by HansW; 04-17-2009 at 04:11 PM.

  9. #84
    HansW's Avatar Active Member
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    Originally Posted by Sychotix View Post
    Yes PharmerPhale, I was talking to you.

    And HansW, do you mean that the the entities platform is handled by the client now? That would mean the possibility of some interesting hacks if that were true... I need to talk to Jewbacca whenever he gets on about it.
    There is a Entity Type 5 now. That is called PlatformGameObject. i would say thats elevators.

  10. #85
    Malice83's Avatar Member
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    Originally Posted by HansW View Post
    There is a Entity Type 5 now. That is called PlatformGameObject. i would say thats elevators.

    I appreciate everything coming from the community to help. I am kind of bored right now though. I don't understand anything you guys are saying. Does that mean good, bad, or new things you can do? Lmao layman's terms please!

  11. #86
    rockman319's Avatar Member
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    I'm on your boat, Malice. I know nothing of programming c# with "mutex", pointers ... let alone memory editing. I believe HansW will get it down in no time and then we'll have his dll and botpoc v0.4.

    After that, then it's up to him again or s4lly to fix the free war teleporter/speedhack.

  12. #87
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by HansW View Post
    There is a Entity Type 5 now. That is called PlatformGameObject. i would say thats elevators.
    aww... well that sucks. I was hoping more along the lines of creating a Vac.

  13. #88
    s4lly's Avatar Member
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    Check 1# post, new link, to an updated working teleporter / speed

  14. #89
    Afficher's Avatar Member
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    Originally Posted by s4lly View Post
    Check 1# post, new link, to an updated working teleporter / speed
    Thanks ! Nice work

  15. #90
    rockman319's Avatar Member
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    Originally Posted by s4lly View Post
    Check 1# post, new link, to an updated working teleporter / speed
    You are da ... uh... lady.

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