WoW Classic 1.15.5.57638 Object Manager Changes menu

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  1. #16
    Hrap's Avatar Active Member
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    For lovers of C++ and copy-paste, the most simplified
    and an easily portable updated object manager

    Code:
    ////////////////////////////////////Simple "new" Object Manager/////////////////////////////////////////////////////
    
    OM_Puls()
    {
          //unsigned int ObjectManagerBase = Object manager offset for your patch;
    
    	DWORD_PTR OmBase = Memory->Read<DWORD_PTR>(Memory->WowInfo.WowBaseAdrtess + ObjectManagerBase);
    	DWORD_PTR entityArrayPointer = Memory->Read<DWORD_PTR>(OmBase + 0x8);
    	int entityArrayCount = Memory->Read<int>(OmBase + 0x10);
    	int hashArrayMaximum = Memory->Read<int>(OmBase + 0x40);
    	DWORD_PTR hashArrayPointer = Memory->Read<DWORD_PTR>(OmBase + 0x48);
    	int hashArrayCount = Memory->Read<int>(OmBase + 0x50);
    
    
    	for (int i = 0; i < hashArrayMaximum; ++i)
    	{
    		ULONG_PTR EntryGuidLow = Memory->Read<DWORD_PTR>(hashArrayPointer + (i * 24));
    		ULONG_PTR EntryGuidHight = Memory->Read<DWORD_PTR>(hashArrayPointer + (i * 24) + 0x8);
    		long EntityIndex = Memory->Read<DWORD_PTR>(hashArrayPointer + (i * 24) + 0x10) & 0x3FFFFFFF;
    
    
    		if (!(EntryGuidHight == 0 && EntryGuidLow == 0) && !(EntryGuidLow == 1 && EntryGuidHight == 0x400000000000000))
    		{
    			if (EntityIndex > 0)
    			{
    				DWORD_PTR entityBuilderPtr = Memory->Read<DWORD_PTR>(entityArrayPointer + ((int)EntityIndex * 0x8));
                    
    				//Here's everything we need
    				DWORD_PTR entity_ptr = Memory->Read<DWORD_PTR>(entityBuilderPtr + 0x20);
    				int objType = (int)Memory->Read<BYTE>(entity_ptr + 0x8);
    				ULONG_PTR Guid_Low = Memory->Read<ULONG_PTR>(entityBuilderPtr + 0x10);
    		                ULONG_PTR Guid_Hight = Memory->Read<ULONG_PTR>(entityBuilderPtr + 0x10+0x8);
    
                                     //Here we fill out structures for different types of objects
     
                                     ...
    				
                                    //NPC
    				if (objType == 5) {
    
    				}
    
    				//Player
    				if (objType == 6) {
    
    				}
    
    				//Local Player
    				if (objType == 7) {
    
    				}
    
                                   //GameObject
    				if (objType == 8) {
    
    				}
    				
    			         ...
    				
    			}
    			
    		}
    	}
    }
    //The end)
    Based on the code from Razzue and garenmain, for which many thanks to them
    Last edited by Hrap; 12-27-2024 at 10:30 PM. Reason: nothing else matters

    WoW Classic 1.15.5.57638 Object Manager Changes
  2. Thanks dreadcraft, m3ht_t, w0rf (3 members gave Thanks to Hrap for this useful post)
  3. #17
    dreadcraft's Avatar Member
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    Originally Posted by hb123220 View Post
    the file is no longer available, can you re-upload the unpakced 1.15.5.57638 bin ? thanks~
    Here is the newest client unpacked that I have access to right now (1.15.5.57979).
    Filebin | vo3agk0rzvzofdhy

    Also 1.15.4.57134:
    Filebin | yqec1a26ekn2laue

    Reuploaded 1.15.5.57638 and 1.15.5.57716 as requested:
    Filebin | dvlsxxxcunbv496q



    Maybe someone else has a better, more permanent file host and can reupload them there. This was just quick and easy.

    Hope that helps!
    Last edited by dreadcraft; 12-28-2024 at 02:43 AM.

  4. #18
    dreadcraft's Avatar Member
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    Originally Posted by Razzue View Post
    Just use UnitFamily / UnitRank subs to get unit info offset, then npc name will be somewhere in there just slightly beyond family/rank offsets. Player names are grabbed from the name cache, and most everything else from the db2's

    For example: Here's the internal of UnitCreatureFamily from 57638
    Code:
    __int64 __fastcall sub_141BD1220(__int64 a1)
    {
      __int64 result; // rax
    
    
      result = *(_QWORD *)(a1 + 0x4E0);
      if ( result )
        result = *(unsigned int *)(result + 0x7C);
      return result;
    }
    So *(int*)((*(IntPtr*)(eb.Pointer + 0x4E0)) + 0x7C); should get you close to where the name is also located
    Code:
    *(IntPtr*)((*(IntPtr*)(eb.Pointer + 0x4E0)) + 0x168); -> Unit Name Pointer
    *(int*)((*(IntPtr*)(eb.Pointer + 0x4E0)) + 0x170); -> Unit Name Length
    Attachment 87739
    Thanks a lot for sharing that Razzue - very helpful as always!
    I'm focusing on the "Fishing Bobber" - do you have a similar function for Game Objects you would recommend?
    If not I'll probably end up pouring thru older builds for the relevant function(s)/offset(s) and then try to port them to 1.15.5.57979 if at all possible. I just don't have access to all my IDBs right now since I'm not at home.

  5. #19
    mazer's Avatar Active Member
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    Originally Posted by dreadcraft View Post
    Here is the newest client unpacked that I have access to right now (1.15.5.57979).
    Filebin | vo3agk0rzvzofdhy

    Also 1.15.4.57134:
    Filebin | yqec1a26ekn2laue

    Reuploaded 1.15.5.57638 and 1.15.5.57716 as requested:
    Filebin | dvlsxxxcunbv496q



    Maybe someone else has a better, more permanent file host and can reupload them there. This was just quick and easy.

    Hope that helps!
    files are gone again
    would be interested in 57979 and current one (58555)

  6. #20
    dreadcraft's Avatar Member
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    Originally Posted by mazer View Post
    files are gone again
    would be interested in 57979 and current one (58555)
    Try this mega link. Hopefully it will last longer than filebin:

    https://mega.nz/folder/9NVxlDbA#alv2ct3R82LsETPd0PJ1Pg

  7. Thanks mazer (1 members gave Thanks to dreadcraft for this useful post)
  8. #21
    baggiowo's Avatar Member
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    This is more intuitive, thank you.

  9. #22
    w0rf's Avatar Member
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    Apologies for bumping an older thread, but I felt the need to say thanks for everyone’s information here. I had been searching over a decade’s worth of ObjectManager threads here on the forum and was seriously confused as to why what I was seeing in memory did not seem to line up with the structures shared around here for years. I figured, “hey, I’m sure 1.15’s layout is more similar to 1.12 than it is 11.0” … guess not!

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