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  1. #1
    nableng's Avatar Private
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    base structs

    hi all, i just checked this forum and got no *complete codenz for payhack nub providers to copypaste* jk

    so, here it is

    ps. just started with d3, never touched wow (cuz its shit, srsly)
    point me to my mistakes if find some. and gief me ur codenz naw!11 © jkk

    PHP Code:
    struct Vec2;
    struct Vec3;
    struct Vec4;
    struct Mat4;
    class 
    CActor;
    class 
    CActorMovement;
    class 
    CActorCommonData;
    struct tObManStorage;
    class 
    ObMan;
    class 
    ObManPtr;
    struct tObData;
    class 
    CObDataContainer;
    class 
    CObLocal;

    //-------------------------------------

    struct Vec2
    {
        
    float x;     // 0x000
        
    float y;     // 0x004
    };

    struct Vec3
    {
        
    float x;     // 0x000
        
    float y;     // 0x004
        
    float z;     // 0x008
    };

    class 
    CActor
    {
    public:
        
    ULONG id;     // 0x000
        
    ULONG id_animation;     // 0x004
        
    CHAR Name[56];     // 0x008
        
    UCHAR unknown_40[80];     // 0x040
        
    Vec3 Rot;     // 0x090
        
    float fRot;     // 0x09C
        
    Vec3 Pos;     // 0x0A0
        
    float f142;     // 0x0AC
        
    Vec3 Pos1;     // 0x0B0
        
    float f734;     // 0x0BC
        
    Vec3 Pos2;     // 0x0C0
        
    UCHAR unknown_CC[12];     // 0x0CC
        
    ULONG guid_Mov;     // 0x0D8
        
    ULONG guid_Unk;     // 0x0DC
        
    UCHAR unknown_E0[32];     // 0x0E0
        
    Vec3 Pos3;     // 0x100
        
    UCHAR unknown_10C[52];     // 0x10C
        
    Vec3 Pos4;     // 0x140
        
    UCHAR unknown_14C[196];     // 0x14C
        
    Vec3 PosObj;     // 0x210
        
    UCHAR unknown_21C[356];     // 0x21C
        
    CActorMovementMov;     // 0x380
        
    float Direction;     // 0x384
        
    UCHAR unknown_388[24];     // 0x388
        
    Vec3 Vel;     // 0x3A0
        
    Vec3 Pos6;     // 0x3AC
        
    UCHAR unknown_3B8[96];     // 0x3B8
        
    ULONG Counter;     // 0x418
        
    UCHAR unknown_41C[12];     // 0x41C
    };

    class 
    CActorMovement
    {
    public:
        
    ULONGvt;     // 0x000
        
    ULONG Active;     // 0x004
        
    float Speed;     // 0x008
        
    float SpeedCurrent;     // 0x00C
        
    UCHAR unknown_10[44];     // 0x010
        
    Vec3 Pos;     // 0x03C
        
    UCHAR unknown_48[4];     // 0x048
        
    Vec3 Pos2;     // 0x04C
        
    UCHAR unknown_58[28];     // 0x058
        
    Vec3 Tp;     // 0x074
        
    UCHAR unknown_80[8];     // 0x080
        
    ULONG unk;     // 0x088
        
    UCHAR unknown_8C[24];     // 0x08C
        
    Vec3 Pos3;     // 0x0A4
        
    UCHAR unknown_B0[8];     // 0x0B0
        
    float Speed2;     // 0x0B8
        
    UCHAR unknown_BC[160];     // 0x0BC
        
    ULONG id;     // 0x15C
        
    ULONG FrameMov;     // 0x160
        
    ULONG Frame;     // 0x164
        
    ULONG FramePrev;     // 0x168
        
    UCHAR unknown_16C[4];     // 0x16C
        
    float Direction;     // 0x170
        
    UCHAR unknown_174[707];     // 0x174
    };

    class 
    CActorCommonData
    {
    public:
        
    ULONG id;     // 0x000
        
    CHAR Name[128];     // 0x004
        
    ULONG N11A3D0361;     // 0x084
        
    ULONG N11A3D036;     // 0x088
        
    ULONG N11A3DFFE;     // 0x08C
        
    UCHAR unknown_90[576];     // 0x090
    };

    template <class T>
        class 
    tContainer
        
    {
        public:
            
    CHAR Name[256];
            
    ULONG Limit;
            
    ULONG SizeOf;
            
    ULONG Count;
            
    UCHAR unknown_10C[60];
            
    T** List;
            
    UCHAR unknown_14C[64];
            
    ULONG Bits;
            
    UCHAR unknown_190[64];
        };

    struct tObManStorage
    {
        
    UCHAR unknown_0[168];     // 0x000
        
    CObDataContainerData;     // 0x0A8
        
    UCHAR unknown_AC[40];     // 0x0AC
        
    tContainer<CActorCommonData>** ACD;     // 0x0D4
        
    UCHAR unknown_D8[92];     // 0x0D8
        
    tContainer<CActor>* Actors;     // 0x134
        
    UCHAR unknown_138[128];     // 0x138
        
    CObLocalLocal;     // 0x1B8
        
    UCHAR unknown_1BC[76];     // 0x1BC
    };

    class 
    ObMan
    {
    public:
        
    struct tPad
        
    {
            
    UCHAR unknown_0[56];     // 0x000
            
    ULONG FrameCurrent;     // 0x038
            
    UCHAR unknown_3C[1856];     // 0x03C
        
    };
        
    tPad Data;     // 0x000
        
    tObManStorage Storage;     // 0x77C <-- TLS, 0x94BB80
    };

    class 
    ObManPtr
    {
    public:
        
    ObManPtr;     // 0x000
    };

    struct tObData
    {
        
    UCHAR unknown_0[4];     // 0x000
        
    ULONG id_anim;     // 0x004
        
    ULONG id_actor;     // 0x008
        
    UCHAR unknown_C[308];     // 0x00C
    };

    class 
    CObDataContainer
    {
    public:
        
    UCHAR unknown_0[88];     // 0x000
        
    tObData Data;     // 0x058
        
    UCHAR unknown_198[256];     // 0x198
    };

    class 
    CObLocal
    {
    public:
        
    ULONG Index;     // 0x000
        
    UCHAR unknown_4[92];     // 0x004
    };

    //------------------------------------- 
    teh usage:

    PHP Code:

    //-- init
    struct
    {
        
    ObManPtr *ObMan;
    m_Engine;
    *(
    PUCHAR *) &m_Engine.ObMan = (PUCHAR0x156C8CC;

    //-- frame
        
    if(!m_Engine.ObMan->Ptr)
            return 
    0;
        
    tContainer<CActor>* Actors m_Engine.ObMan->Ptr->Storage.Actors;
        if(!
    Actors)
            return 
    0;
        if(
    Actors->SizeOf != sizeof(CActor))
            return 
    0;

        
    CActor *pLocal GetActor(GetLocalActorGuid()),
            **
    pList Actors->List;

        if(!
    pLocal || !pLocal->Mov || !HandleActor(m_LocalpLocal))
            return 
    0;

        
    //// l33b! old 'method'
        //for(int i = 0; i < Actors->Count; i++)
        //{
        //    CActor &c = pList[0][i];
        //    if(c.id_animation == ~0)
        //        continue;
        //    pLocal = &c;
        //    break;
        //}

        
    for(int i 0Actors->Count && m_ActorsCount MAX_PLAYERSi++)
        {
            
    CActor &pList[0][i]; <- TODOhandle more than 0

            
    if(&== pLocal)
                continue;
            if(!
    c.Mov)
                continue;

            if(
    HandleActor(m_Actors[m_ActorsCount], &c))
                
    m_ActorsCount++;
        } 
    teh helpers:

    PHP Code:
    UINT CGame::GetLocalActorGuid()
    {
        
    ObMan *ob m_Engine.ObMan->Ptr;

        if(    !
    ob->Storage.Local ||
            !
    ob->Storage.Data )
            return ~
    0;

        if( 
    ob->Storage.Local->Index == ~)
            return ~
    0;

        
    CObDataContainer *Data = (CObDataContainer *) (
            (
    ULONG_PTR)ob->Storage.Data ob->Storage.Local->Index 0x7FF8 );

        return 
    Data->Data.id_actor;
    }

    CActor *CGame::GetActor(ULONG guid)
    {
        if(
    guid == ~0)
            return 
    0;

        
    ObMan *ob m_Engine.ObMan->Ptr;
        if(!
    ob)
            return 
    0;

        
    typedef CActor TC; <- template it to use with other lists!
        
    tContainer<TC>* pct ob->Storage.Actors;

        if(!
    pct// || sizeof(TC) != pct->SizeOf) // fcuk it. want to use unknown size
            
    return 0;

        
    USHORT id = (guid 0xFFFF);
        if(
    id pct->Limit)
            return 
    0;

        
    USHORT l = (id >> pct->Bits);
        
    USHORT e id & ((<< pct->Bits) - 1);

        
    TC *Ret = (TC *)((ULONG_PTR)&pct->List[l][0] + pct->SizeOf e);
        return (
    Ret->id == guid) ? Ret 0;
    }


    atm working on
        tContainer
    <CActorCommonData>* ACD = *m_Engine.ObMan->Ptr->Storage.ACD;
        
    CActorCommonData **List = ACD->List;

        for(
    int i 0ACD->Counti++)
        {
            
    CActorCommonData &= List[0][i];
            
    LOG("%3u [%08X] %s"i, &cc.Name);
        } 
    --dogmatt

    base structs
  2. #2
    BitHacker's Avatar Master Sergeant
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    nableng,

    FINALLY O MY GOD ITS C++, WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT
    This has been a c# only forum forever... Its ABOUT TIME....

    -Bit_Hacker
    Last edited by BitHacker; 05-29-2012 at 12:05 PM.

  3. #3
    nableng's Avatar Private
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    you can port anything to c from c#

    d3advanced in c btw (never tried it to use. just dasmed)

  4. #4
    BitHacker's Avatar Master Sergeant
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    nableng,

    Code:
    Dang it, where is my :
    struct Vec4?
    struct mat4?
    lmao
    Can't be full copy paste without it lmao....
    
    --------------------------------------------------------------------------------
    I forget what this is:
    ~0
    Bitwise not?
    Inversion( one's complement ) ? I think it is...
    
    ---------------------------------------------------------------------------------
    No you can't do that:
    typedef CActor TC; <- template it to use with other lists! 
    You generic programmer lmao....
    
    ----------------------------------------------------------------------------------
    I thought this said pot the first time I looked at it...: 
    tContainer<TC>* pct = ob->Storage.Actors; 
    
    -----------------------------------------------------------------------------------
    Where did you find this snippet at?
    (guid & 0xFFFF); 
    bitwise (AND) it with FFFF that's interesting... How did you find that?
    
    ------------------------------------------------------------------------------------
    This is nice too:
    USHORT e = id & ((1 << pct->Bits) - 1); 
    Is that automatic shift left or logical shift left?
    
    ------------------------------------------------------------------------------------
    This is pretty cryptic here:
    TC *Ret = (TC *)((ULONG_PTR)&pct->List[l][0] + pct->SizeOf * e);
    How did you know the data was a multidimensional array?
    
    ------------------------------------------------------------------------------------
    Your logger working?
    LOG("%3u [%08X] %s", i, &c, c.Name); 
    
    ------------------------------------------------------------------------------------
    I'm assuming your using this in a dll, what function are you using for a hook?
    (  I didn't see any memory reading functions )


    Code:
    I have no idea what HandleActor is doing:
     if(!pLocal || !pLocal->Mov || !Obj.HandleActor(m_Local, pLocal))
    
    class CGame
    {
    public:
    	UINT GetLocalActorGuid();
    	CActor *GetActor(ULONG);
    	HandleActor(?m_Local?, CActor *); // Don't know the type of m_Local ???
    
            int m_ActorsCount;
            ??? m_Actors[???];
            ??? m_Local;;
    }
    
    I also don't know what MAX_PLAYERS is either
    #define MAX_PLAYERS ???
    -Bit_Hacker
    Last edited by BitHacker; 05-29-2012 at 01:22 PM.

  5. #5
    nableng's Avatar Private
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    O_O you kiddin? pls, google some books and do not ask such strange questions. not on this forum
    srlsly:
    This section is more advanced than others on OwnedCore Read the section specific rules, infractions will be given out if u break them! That is including the expectations! - If you don't meet them then don't post

    anyway

    I forget what this is:
    ~0
    Bitwise not?
    Inversion( one's complement ) ? I think it is...
    ~ is not op. not nul is 1. whole digit is -1 or ~0 or 0xffffffffff...

    No you can't do that:
    typedef CActor TC; <- template it to use with other lists!
    You generic programmer lmao....
    i can

    Where did you find this snippet at?
    (guid & 0xFFFF);
    bitwise (AND) it with FFFF that's interesting... How did you find that?
    dword contains low & hi words

    This is nice too:
    USHORT e = id & ((1 << pct->Bits) - 1);
    Is that automatic shift left or logical shift left?
    this is extracting bits by bitmask

    This is pretty cryptic here:
    TC *Ret = (TC *)((ULONG_PTR)&pct->List[l][0] + pct->SizeOf * e);
    How did you know the data was a multidimensional array?
    Code:
    .text:00829759 8A 8A 8C 01 00 00                    mov     cl, [edx+18Ch]   <-  & 0xFFFF
    .text:0082975F 53                                   push    ebx
    .text:00829760 8B DE                                mov     ebx, esi
    .text:00829762 D3 EB                                shr     ebx, cl <-- hi part = array id
    .text:00829764 8B 8A 8C 01 00 00                    mov     ecx, [edx+18Ch] 
    .text:0082976A B8 01 00 00 00                       mov     eax, 1  <-  & ((1 << pct->Bits) - 1)  hexray ofc will fail to generate valid code
    .text:0082976F D3 E0                                shl     eax, cl
    .text:00829771 8B 8A 48 01 00 00                    mov     ecx, [edx+148h]
    .text:00829777 48                                   dec     eax
    .text:00829778 23 C6                                and     eax, esi <-- low part is id in array
    .text:0082977A 69 C0 28 04 00 00                    imul    eax, 428h
    .text:00829780 03 04 99                             add     eax, [ecx+ebx*4]
    I'm assuming your using this in a dll, what function are you using for a hook?
    ( I didn't see any memory reading functions )
    in EndScene. im too lazy to find another place

    int m_ActorsCount;
    ??? m_Actors[???];
    ??? m_Local;;
    }

    I also don't know what MAX_PLAYERS is either
    #define MAX_PLAYERS ???
    my code is mine use wutever you want


    ps. i think its wrong forum. no real reversers here, or they do not want to share their finds
    kthxbai ©
    Last edited by nableng; 05-29-2012 at 01:28 PM.

  6. #6
    BitHacker's Avatar Master Sergeant
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    I don't know what your HandleActor() is doing...

    CGame.h
    Code:
    #include "game.h"
    
    class CGame
    {
    public:
    	UINT GetLocalActorGuid();
    	CActor *GetActor(ULONG guid);
    	//??? HandleActor(m_Local, CActor*);
    
    	int m_ActorsCount;
    	//??? m_Actors[???];
    	//??? m_Local;
    }
    
    #endif
    CGame.cpp
    Code:
    #include "CGame.h"
    #include "game.h"
    
    struct Vec2;
    struct Vec3;
    struct Vec4;
    struct Mat4;
    class CActor;
    class CActorMovement;
    class CActorCommonData;
    struct tObManStorage;
    class ObMan;
    class ObManPtr;
    struct tObData;
    class CObDataContainer;
    class CObLocal;
    
    UINT CGame::GetLocalActorGuid()
    {
        ObMan *ob = m_Engine.ObMan->Ptr;
    
        if(    !ob->Storage.Local ||
            !ob->Storage.Data )
            return ~0;
    
        if( ob->Storage.Local->Index == ~0 )
            return ~0;
    
        CObDataContainer *Data = (CObDataContainer *) (
            (ULONG_PTR)ob->Storage.Data + ob->Storage.Local->Index * 0x7FF8 );
    
        return Data->Data.id_actor;
    }
    
    CActor *CGame::GetActor(ULONG guid)
    {
        if(guid == ~0)
            return 0;
    
        ObMan *ob = m_Engine.ObMan->Ptr;
        if(!ob)
            return 0;
    
        typedef CActor TC; //<- template it to use with other lists!
        tContainer<TC>* pct = ob->Storage.Actors;
    
        if(!pct) // || sizeof(TC) != pct->SizeOf) // fcuk it. want to use unknown size
            return 0;
    
        USHORT id = (guid & 0xFFFF);
        if(id > pct->Limit)
            return 0;
    
        USHORT l = (id >> pct->Bits);
        USHORT e = id & ((1 << pct->Bits) - 1);
    
        TC *Ret = (TC *)((ULONG_PTR)&pct->List[l][0] + pct->SizeOf * e);
        return (Ret->id == guid) ? Ret : 0;
    }
    
    
    
    /*atm working on
        tContainer<CActorCommonData>* ACD = *m_Engine.ObMan->Ptr->Storage.ACD;
        CActorCommonData **List = ACD->List;
    
        for(int i = 0; i < ACD->Count; i++)
        {
            CActorCommonData &c = List[0][i];
            LOG("%3u [%08X] %s", i, &c, c.Name);
        } */
    game.h
    Code:
    #ifndef __GAME__H__
    #define __GAME__H__
    
    #include <Windows.h>
    
    struct Vec2;
    struct Vec3;
    struct Vec4;
    struct Mat4;
    class CActor;
    class CActorMovement;
    class CActorCommonData;
    struct tObManStorage;
    class ObMan;
    class ObManPtr;
    struct tObData;
    class CObDataContainer;
    class CObLocal;
    
    struct Vec2
    {
    	float x;     // 0x000
    	float y;     // 0x004
    };
    
    struct Vec3
    {
    	float x;     // 0x000
    	float y;     // 0x004
    	float z;     // 0x008
    };
    
    class CActor
    {
    public:
    	ULONG id;     // 0x000
    	ULONG id_animation;     // 0x004
    	CHAR Name[56];     // 0x008
    	UCHAR unknown_40[80];     // 0x040
    	Vec3 Rot;     // 0x090
    	float fRot;     // 0x09C
    	Vec3 Pos;     // 0x0A0
    	float f142;     // 0x0AC
    	Vec3 Pos1;     // 0x0B0
    	float f734;     // 0x0BC
    	Vec3 Pos2;     // 0x0C0
    	UCHAR unknown_CC[12];     // 0x0CC
    	ULONG guid_Mov;     // 0x0D8
    	ULONG guid_Unk;     // 0x0DC
    	UCHAR unknown_E0[32];     // 0x0E0
    	Vec3 Pos3;     // 0x100
    	UCHAR unknown_10C[52];     // 0x10C
    	Vec3 Pos4;     // 0x140
    	UCHAR unknown_14C[196];     // 0x14C
    	Vec3 PosObj;     // 0x210
    	UCHAR unknown_21C[356];     // 0x21C
    	CActorMovement* Mov;     // 0x380
    	float Direction;     // 0x384
    	UCHAR unknown_388[24];     // 0x388
    	Vec3 Vel;     // 0x3A0
    	Vec3 Pos6;     // 0x3AC
    	UCHAR unknown_3B8[96];     // 0x3B8
    	ULONG Counter;     // 0x418
    	UCHAR unknown_41C[12];     // 0x41C
    };
    
    class CActorMovement
    {
    public:
    	ULONG* vt;     // 0x000
    	ULONG Active;     // 0x004
    	float Speed;     // 0x008
    	float SpeedCurrent;     // 0x00C
    	UCHAR unknown_10[44];     // 0x010
    	Vec3 Pos;     // 0x03C
    	UCHAR unknown_48[4];     // 0x048
    	Vec3 Pos2;     // 0x04C
    	UCHAR unknown_58[28];     // 0x058
    	Vec3 Tp;     // 0x074
    	UCHAR unknown_80[8];     // 0x080
    	ULONG unk;     // 0x088
    	UCHAR unknown_8C[24];     // 0x08C
    	Vec3 Pos3;     // 0x0A4
    	UCHAR unknown_B0[8];     // 0x0B0
    	float Speed2;     // 0x0B8
    	UCHAR unknown_BC[160];     // 0x0BC
    	ULONG id;     // 0x15C
    	ULONG FrameMov;     // 0x160
    	ULONG Frame;     // 0x164
    	ULONG FramePrev;     // 0x168
    	UCHAR unknown_16C[4];     // 0x16C
    	float Direction;     // 0x170
    	UCHAR unknown_174[707];     // 0x174
    };
    
    class CActorCommonData
    {
    public:
    	ULONG id;     // 0x000
    	CHAR Name[128];     // 0x004
    	ULONG N11A3D0361;     // 0x084
    	ULONG N11A3D036;     // 0x088
    	ULONG N11A3DFFE;     // 0x08C
    	UCHAR unknown_90[576];     // 0x090
    };
    
    template <class T>
    	class tContainer
    	{
    	public:
    		CHAR Name[256];
    		ULONG Limit;
    		ULONG SizeOf;
    		ULONG Count;
    		UCHAR unknown_10C[60];
    		T** List;
    		UCHAR unknown_14C[64];
    		ULONG Bits;
    		UCHAR unknown_190[64];
    	};
    
    struct tObManStorage
    {
    	UCHAR unknown_0[168];     // 0x000
    	CObDataContainer* Data;     // 0x0A8
    	UCHAR unknown_AC[40];     // 0x0AC
    	tContainer<CActorCommonData>** ACD;     // 0x0D4
    	UCHAR unknown_D8[92];     // 0x0D8
    	tContainer<CActor>* Actors;     // 0x134
    	UCHAR unknown_138[128];     // 0x138
    	CObLocal* Local;     // 0x1B8
    	UCHAR unknown_1BC[76];     // 0x1BC
    };
    
    class ObMan
    {
    public:
    	struct tPad
    	{
    		UCHAR unknown_0[56];     // 0x000
    		ULONG FrameCurrent;     // 0x038
    		UCHAR unknown_3C[1856];     // 0x03C
    	};
    	tPad Data;     // 0x000
    	tObManStorage Storage;     // 0x77C <-- TLS, 0x94BB80
    };
    
    class ObManPtr
    {
    public:
    	ObMan* Ptr;     // 0x000
    };
    
    struct tObData
    {
    	UCHAR unknown_0[4];     // 0x000
    	ULONG id_anim;     // 0x004
    	ULONG id_actor;     // 0x008
    	UCHAR unknown_C[308];     // 0x00C
    };
    
    class CObDataContainer
    {
    public:
    	UCHAR unknown_0[88];     // 0x000
    	tObData Data;     // 0x058
    	UCHAR unknown_198[256];     // 0x198
    };
    
    class CObLocal
    {
    public:
    	ULONG Index;     // 0x000
    	UCHAR unknown_4[92];     // 0x004
    }; 
    
    struct
    {
        ObManPtr *ObMan;
    } m_Engine;
    
    #endif
    I'm unsure how those class forward declarations work. I'm not sure if there suppose to be in both files. But I think I have it right..

    nableng,
    Your inbox is full, limit is 5. Delete a few so I can get a message in.

    -Bit_Hacker
    Last edited by BitHacker; 05-29-2012 at 01:49 PM.

  7. #7
    RamirezX's Avatar Member
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    [QUOTE=nableng;2268950]

    PHP Code:

    class CActorMovement
    {
    public:
        
    ULONGvt;     // 0x000
        
    ULONG Active;     // 0x004
        
    float Speed;     // 0x008
        
    float SpeedCurrent;     // 0x00C
            
    UCHAR unknown_10[36];     // 0x010 <-- correct size here
            
    UCHAR IsMoving[4// 0x034            <-- 0: not moving, 1 - moving ......... set Vec3 Pos at 0x03C and set 1 here ;-)
            
    UCHAR PathIsWalkable[4]  //0x38    <-- 0: non walk, 1:possibly walk, 2: direct walk
        
    Vec3 Pos;     // 0x03C
        
    UCHAR unknown_48[4];     // 0x048
        
    Vec3 Pos2;     // 0x04C
        
    UCHAR unknown_58[28];     // 0x058
        
    Vec3 Tp;     // 0x074
        
    UCHAR unknown_80[8];     // 0x080
        
    ULONG unk;     // 0x088
        
    UCHAR unknown_8C[24];     // 0x08C
        
    Vec3 Pos3;     // 0x0A4
        
    UCHAR unknown_B0[8];     // 0x0B0
        
    float Speed2;     // 0x0B8
        
    UCHAR unknown_BC[160];     // 0x0BC
        
    ULONG id;     // 0x15C
        
    ULONG FrameMov;     // 0x160
        
    ULONG Frame;     // 0x164
        
    ULONG FramePrev;     // 0x168
        
    UCHAR unknown_16C[4];     // 0x16C
        
    float Direction;     // 0x170
        
    UCHAR unknown_174[707];     // 0x174
    }; 
    A little enhancement ;-)

  8. #8
    Valtharak's Avatar Master Sergeant
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    Just too busy playing atm :P

    haven't compared your result with what i have but i'm sure ill find some of the struct value i'm not using.

    since your already injected you should simply call D3 own function to retrieve the Ractor, scene , and such ...
    you could use this code for out of process i guess :P

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