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
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
So this program (c#) says Warhammer isn't loaded yet because it failed this line
and maybe more... but anyone knows the new address for this?if (!this.Mem.LoadBasePtr((IntPtr) 0xd3427cL, 0))
I found the player pointer pretty easily but can't pinpoint the War List pointer. id be happy to share if anyones got it
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.
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?
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 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.
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.
Check 1# post, new link, to an updated working teleporter / speed