[1.0.1] Memory addresses menu

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  1. #61
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by Apoc View Post
    Side-note; the latest patch did make things a bit more annoying. They've stripped field names, and script method names from the client. Hope you guys have backups of old GOM versions.
    And now begins the AoB pattern searching to update things? =P Damn that was annoying to do back when I was hacking Gunz.

    [1.0.1] Memory addresses
  2. #62
    QKdefus's Avatar Active Member
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    Originally Posted by luthien23 View Post
    [ PB + 28 ] = last target, int64
    [ PB + 40 ] = health, float, 0-100 (Only after your health has decreased at least once )
    [ PB + 80 ] = Distance to target/10, float
    [ PB + 100 ] = X/10, float
    [ PB + 104 ] = Z/10, float
    [ PB + 108 ] = Y/10, float
    [ PB + 114 ] = Angle degrees, float.
    [ PB + 120 ] = Companion X/10, float.
    [ PB + 124 ] = Companion Z/10, float.
    [ PB + 128 ] = Companion Y/10, float.
    this havent changed, but i guess u guys allready knew that
    Last edited by QKdefus; 01-18-2012 at 02:43 PM.

  3. #63
    luthien23's Avatar Member
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    Some updated addresses :
    [ swtor.exe + 0107E310 ] = Player identifier, int64
    [ swtor.exe + 01079F84 ] = Player X/10, float
    [ swtor.exe + 01079F88 ] = Player Z/10, float
    [ swtor.exe + 01079F8C ] = Player Y/10, float

    [ [ swtor.exe + 01074EDC ] + 62C ] = MA. Mob Array
    [[[[[[[ MA + 4*<mob slot> ] + 14 ] + 48 ] + 14 ] + 14 ] + C0 ] + 8 ] = MI. Mob Info Structure.
    [ MI + 0 ] = X/10, float
    [ MI + 4 ] = Z/10, float
    [ MI + 8 ] = Y/10, float
    [ MI + 54 ] = health, float
    [ MI + 68 ] = ¿Some kind of ID, seen several mobs with same value here?, int64

    [swtor.exe + 0107C8BC] + 40 = MN. Mob Node, belonging to circular and double linked list.
    Each node of the list contains :
    [ MN + -8 ] = ID, int64
    [ MN + 0 ] = Next MN, address
    [ MN + 4 ] = Previous MN, address
    [ MN + 14 ] = X/10, float
    [ MN + 18 ] = Z/10, float
    [ MN + 1C ] = Y/10, float
    [ MN + 24 ] = angle, radians, anticlockwise, origin in Y, float.
    [ MN + 2C0 ] = targetID, int 64 (if it is the player node)

    swtor.exe + 00EFCB38 = Mob strings base.

  4. #64
    saintdog's Avatar Member
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    TYVM Luthien, I hope my donation goes to you as well. I'm not sure who i donated to?
    But at least for my own help, you and tearf have been wonderful.

  5. #65
    dither's Avatar Private
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    my biggest concern is still not being able to attach a debugger. i've had no luck with anything i do on vista64. has anyone had any success?

  6. #66
    dook123's Avatar Active Member
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    Originally Posted by dither View Post
    my biggest concern is still not being able to attach a debugger. i've had no luck with anything i do on vista64. has anyone had any success?
    Maybe the problem isn't the game but rather vista? No idea man, I hope you get it figured out. I know windows 7(x64) and xp(x86) work fine for me.
    ------------------------------
    If not me than who?

  7. #67
    sebenhoch123's Avatar Member
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    nice find luthien23!

    anyone found some playerbase information?

    i think ive found some target information, can anyone confirm them?

    Target X: swtor.exe + 107EA40
    Target Y: swtor.exe + 107EA48
    Target Z: swtor.exe + 107EA44

  8. #68
    Artek72's Avatar Member
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    These offsets are outdated.

  9. #69
    luthien23's Avatar Member
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    Updated :

    [ swtor.exe + 0107E2D8 ] = Player identifier, int64
    [ swtor.exe + 01079F64 ] = Player X/10, float
    [ swtor.exe + 01079F68 ] = Player Z/10, float
    [ swtor.exe + 01079F6C ] = Player Y/10, float

    [ [ swtor.exe + 01074EBC ] + 62C ] = MA. Mob Array
    [[[[[[[ MA + 4*<mob slot> ] + 14 ] + 48 ] + 14 ] + 14 ] + C0 ] + 8 ] = MI. Mob Info Structure.
    [ MI + 0 ] = X/10, float
    [ MI + 4 ] = Z/10, float
    [ MI + 8 ] = Y/10, float
    [ MI + 54 ] = health, float
    [ MI + 68 ] = ¿Some kind of ID, seen several mobs with same value here?, int64

    [swtor.exe + 01075D78 ] + 40 = MN. Mob Node, belonging to circular and double linked list.
    Each node of the list contains :
    [ MN + -8 ] = ID, int64
    [ MN + 0 ] = Next MN, address
    [ MN + 4 ] = Previous MN, address
    [ MN + 14 ] = X/10, float
    [ MN + 18 ] = Z/10, float
    [ MN + 1C ] = Y/10, float
    [ MN + 24 ] = angle, radians, anticlockwise, origin in Y, float.
    [ MN + 2C0 ] = targetID, int 64 (if it is the player node)

    swtor.exe + 00EFCB38 = Mob strings base.

  10. #70
    Artek72's Avatar Member
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    Thank you very much,
    The only problem is that swtor.exe + 01074EBC + 62C address, leads me to nothing useful.

  11. #71
    sebenhoch123's Avatar Member
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    20.01.2012

    Target X: swtor.exe + 107EA10
    Target Z: swtor.exe + 107EA14
    Target Y: swtor.exe + 107EA18

    New Values from Today. Anyone can confirm. Tested on 2 PC's and seems they seem to be right

  12. #72
    Nomoko's Avatar Member
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    Hmm anyone got the player angles ? Not from MemoryMan.dll ?

  13. #73
    luthien23's Avatar Member
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    You have the player angle from swtor.exe in the mob node for the player which is always the second one.

  14. #74
    Distiny's Avatar Site Donator Cheat or Die!
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    anyone had any luck with manipulating HP and/or energy/focus/heat and spell cooldowns ??

  15. #75
    royalxm's Avatar Member
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    swtor.exe + 00EFCB38 = Mob strings base.
    no work or my ?

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