[RETAIL][TWW] relative/absolute location/rotation for attached objects (children) menu

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  1. #1
    ByteWielder42's Avatar Member Authenticator enabled
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    [RETAIL][TWW] relative/absolute location/rotation for attached objects (children)

    Hi all.

    I've come across some older threads discussing this exact issue, but I seem to be missing something, which is why I’m starting this new thread. The problem I’m encountering is that object positions change when they’re attached to a parent object (e.g., transport, specific mounts, etc.). The position and rotation (among other things) switch from absolute to relative, based on the parent object. After reversing the latest game client, I found the following:

    cg_object has multiple vmethods which calculates and translates position and rotation accordingly to parent (if one exists), but to summarize:
    1. Retrieve cmovement from cg_unit + 0xB0 + 0x8].
    2. Check if a parent exists (cmovement + 0x0] points to parent data, and cmovement + 0x10] holds the guid of the parent, along with other checks, but I’ll keep it simple).
    3. If no parent is present, use the location and rotation from cmovement + 0x20] (for position) and cmovement + 0x30] (for rotation).
    4. If a parent is present (this step is recursive), retrieve the translation/world matrix for it. Verify if the matrix was constructed by checking the pointer at parent_cg_unit + 0x1678] (offsets vary by object type). If the pointer is valid, it means a valid world matrix was constructed, indicating that the object has children attached.
    5. If the matrix is valid, perform the translation using the matrix, applying matrix4x4 (the parent matrix) * fvector3 (the child’s location).

    I’ve replicated this logic externally, but I noticed that the positions are slightly off along the z-axis. Based on the above, I have two questions:
    1. Why is my position slightly off? Since the matrix also carries rotation information, am I missing something obvious or making an error (all offsets are current for version 11.0.2.56162)?
    2. (Bonus, but not necessary) Is there a way to calculate the absolute position without needing to pull the parent via guid? There seems to be promising data at cmovement + 0x0] when a parent is present.


    Thanks in advance. Attaching an image for visual representation:
    https://i.imgur.com/ACHtmGi.png

    [RETAIL][TWW] relative/absolute location/rotation for attached objects (children)
  2. #2
    Lumi666's Avatar Member
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    I'm having the same issue with my ESP when on a transport.
    Camera matrix seems to change on transport, to fix it I tried applying the transport view matrix to the camera matrix. It's working but I end with the same issue as you.
    Did you found a solution for your issue ?

  3. #3
    helloworld1024's Avatar Member
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    The new version of RETAIL seems to have changed the result of cmovement, cmovement + 0x0] does not seem to be points to parent data

    Where is it now?

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