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  1. #1
    Van152's Avatar Site Donator Authenticator enabled
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    ObjMgr Player/Unit Positions RETAIL

    Hello, I am looking for the offsets of Player (activePlayer and other players) and Unit Positions for the current retail patch, currently i got the GUID and the ObjectType successfully,
    but i can't seem to find the Position offsets

    for Unit i tried these:
    pos.x = Read<float>(objPtr + 0x130);
    pos.y = Read<float>(objPtr + 0x134);
    pos.z = Read<float>(objPtr + 0x13;

    and for player i tried these:
    pos.x = Read<float>(objPtr + 0xF0);
    pos.y = Read<float>(objPtr + 0xF4);
    pos.z = Read<float>(objPtr + 0xF;

    but except a wrong value on the pos.x i got always 0.

    i iterate like this: ObjMgr -> ObjBase -> Pos

    Does someone have a little hint how to find the correct offsets (on CE i can't seem to find them, i still get weird values).

    I know this topic was discussed alot here, but most threads are massively outdated and no approach i could find here really direct me in the correct direction so i am a bit frustrated currently...

    ObjMgr Player/Unit Positions RETAIL
  2. #2
    810810810's Avatar Member
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    positionPtr = entityPtr.Read<IntPtr>(216);
    if (positionPtr != IntPtr.Zero)


    PositionX = posPtr.Read<float>(24);
    PositionY = posPtr.Read<float>(2;
    PositionZ = posPtr.Read<float>(32);
    Orientation = posPtr.Read<float>(40);

  3. Thanks Van152 (1 members gave Thanks to 810810810 for this useful post)
  4. #3
    Van152's Avatar Site Donator Authenticator enabled
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    thanks alot mate! appreciate it!
    may i ask how you find these?


    and sadly i got also 0 values:


    Vector3 CObject_C::GetPosition() const {
    Vector3 pos;
    try {
    uintptr_t objPtr = reinterpret_cast<uintptr_t>(this);
    uint64_t infoBase = *reinterpret_cast<uint64_t*>(objPtr + 0x216);
    if (!infoBase || infoBase <= 0x10000) {
    return pos;
    }
    if (IsUnit()) {
    pos.x = Read<float>(infoBase + 0x24);
    pos.y = Read<float>(infoBase + 0x2;
    pos.z = Read<float>(infoBase + 0x32);
    }
    else {
    pos.x = Read<float>(infoBase + 0x24);
    pos.y = Read<float>(infoBase + 0x2;
    pos.z = Read<float>(infoBase + 0x32);
    }
    }
    catch (...) {
    }
    return pos;
    }
    Last edited by Van152; 1 Week Ago at 02:04 PM.

  5. #4
    810810810's Avatar Member
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    remove the 0x from the numbers i gave non hex offsets

  6. Thanks Van152 (1 members gave Thanks to 810810810 for this useful post)
  7. #5
    Van152's Avatar Site Donator Authenticator enabled
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    aaah finally, it was late haha thanks alot!

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