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  1. #106
    mordok's Avatar Member
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    Ill try it too Cypher thanks again...<3<3<3. To trace it back to the function you use IDA???maby ataching IDA to the wow process, or client only???then adding watch at string adress(eg like UNIT_ BLABLABLA = 0093FFC4) and trace function on that adress???. If you explain how you do that with IDA(or other)(in a sort of step by step)THAT WOULD BE BETTER THAN BEING ON A NUDIST BEACH WITH ANGELINA JOILE!!!!

    really im starting to have goosebumps at night...im dreaming with floating offsets that I try to follow but dunno where they come NO JOKE.
    Last edited by mordok; 11-27-2008 at 09:45 PM.

    WoW v3.0.2 Information
  2. #107
    kynox's Avatar Member
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    Originally Posted by mordok View Post
    Ill try it too Cypher thanks again...<3<3<3. To trace it back to the function you use IDA???maby ataching IDA to the wow process, or client only???then adding watch at string adress(eg like UNIT_ BLABLABLA = 0093FFC4) and trace function on that adress???. If you explain how you do that with IDA(or other)(in a sort of step by step)THAT WOULD BE BETTER THAN BEING ON A NUDIST BEACH WITH ANGELINA JOILE!!!!

    really im starting to have goosebumps at night...im dreaming with floating offsets that I try to follow but dunno where they come NO JOKE.
    You really do need to seek help..

  3. #108
    apollo0510's Avatar Active Member
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    Originally Posted by Cypher View Post

    Nooooo. Thats a terrible way to do it.

    All the descriptors are stored in the client!

    You can dump them out of the client in an automated fashion quite trivially. Just search for one of the strings I posted, trace it back to the function that references it, and you'll see.
    Hi Cypher !

    Sure, if you have that knowledge that would be easier. But I did not have that. You must forgive me for beeing an "old fashioned" researcher. My approach is the classic lab one:

    - Set up the observation tools
    - Manipulate the object
    - Watch and measure the reaction

    I like to understand what I am doing, and I like to find out for myself. How am I supposed to know, that these strings exist, and what their meaning is ? Like those strings have names like POWER3. What is POWER3 ? You can only find out about that by observing (or leeching the info from somebody who already found out).

    Of course I am thankful to have those offsets dumped by you, cypher, and I may have a look at how to do that myself in the future.

    Greetings

    Apollo

  4. #109
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by apollo0510 View Post
    Hi Cypher !

    Sure, if you have that knowledge that would be easier. But I did not have that. You must forgive me for beeing an "old fashioned" researcher. My approach is the classic lab one:

    - Set up the observation tools
    - Manipulate the object
    - Watch and measure the reaction

    I like to understand what I am doing, and I like to find out for myself. How am I supposed to know, that these strings exist, and what their meaning is ? Like those strings have names like POWER3. What is POWER3 ? You can only find out about that by observing (or leeching the info from somebody who already found out).

    Of course I am thankful to have those offsets dumped by you, cypher, and I may have a look at how to do that myself in the future.

    Greetings

    Apollo

    You can tell from analyzing the binary in IDA. Checking for where each index is used and observing what the code is doing and where its coming from. Lua is a huge help.

    Also, although you might use memory reading to find what a few of the indexes are for, you can't deny the value of having a full dump, even if a few have to be verified manually.

  5. #110
    kynox's Avatar Member
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    Originally Posted by Cypher View Post

    You can tell from analyzing the binary in IDA. Checking for where each index is used and observing what the code is doing and where its coming from. Lua is a huge help.

    Also, although you might use memory reading to find what a few of the indexes are for, you can't deny the value of having a full dump, even if a few have to be verified manually.
    I know i personally value a full dump in the morning.

  6. #111
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by kynox View Post
    I know i personally value a full dump in the morning.

    >_>

    Go infect yourself with some more spyware you noob.

  7. #112
    mordok's Avatar Member
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    Originally Posted by Cypher View Post

    >_>

    Go infect yourself with some more spyware you noob.
    spyware....WHERE? :confused:

  8. #113
    cenron's Avatar Member
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    Hey does Interact() not work for anyone else?

    I got everything working but cant seem to get Interact() to work. I get the TargetObj then call TargetObj.Interact();

    But nothing.

  9. #114
    Xarg0's Avatar Member
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    Originally Posted by cenron View Post
    Hey does Interact() not work for anyone else?

    I got everything working but cant seem to get Interact() to work. I get the TargetObj then call TargetObj.Interact();

    But nothing.
    Maybe because you don't know how class pointers work?
    it should be TargetObj->Interact();
    You could avoid mistakes like that by learning about the things you're using, you can't start off with things like this if you're not familar with the programming language you're using.
    When you want to use class members or methods via a pointer you'll have to use the ->, the same goes for struct members and methods.
    I hacked 127.0.0.1

  10. #115
    cenron's Avatar Member
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    Originally Posted by Xarg0 View Post
    Maybe because you don't know how class pointers work?
    it should be TargetObj->Interact();
    You could avoid mistakes like that by learning about the things you're using, you can't start off with things like this if you're not familar with the programming language you're using.
    When you want to use class members or methods via a pointer you'll have to use the ->, the same goes for struct members and methods.

    Ya thanks for the lecture. That was actually a typo. The code actually looks like this

    m_pTargetObj->Interact();

    Thanks for trying. Anyway all the other functions work in my VMT. Just cant seem to get this one to work.

    Here is my code that runs it, maybe a fresh pair of eyes will help.

    Code:
    CGObject_C *m_pTargetObj = GetObjectByGUID(m_pPlayerObj->GetKnownGUIDField(UNIT_FIELD_TARGET));
    
    if(m_pTargetObj)
    {
        m_pTargetObj->Interact();
    }

  11. #116
    Shynd's Avatar Contributor
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    Have you made sure that Interact is virtual function 36? Have you made sure that it returns the correct object?

  12. #117
    cenron's Avatar Member
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    Originally Posted by Shynd View Post
    Have you made sure that Interact is virtual function 36? Have you made sure that it returns the correct object?
    Its Function 36? I thought because of the new patch it changed Function34()

    Code:
        virtual void Function27() = 0;
        virtual void Function28() = 0;
        virtual void Function29() = 0;
        virtual void Function30() = 0;
        virtual void Function31() = 0;
        virtual void Function32() = 0;
        virtual void Function33() = 0;
        // Used when the local player 'interacts' (right clicks) on an object
        virtual void Interact() = 0;                    // Function34
        virtual void Function35() = 0;
        virtual void Function36() = 0;
        virtual void Function37() = 0;
        virtual void Function38() = 0;
        virtual void Function39() = 0;
        virtual void Function40() = 0;
    EDIT: Tried 36 just to make sure. Still nothing.
    Last edited by cenron; 11-29-2008 at 04:02 PM. Reason: updated info.

  13. #118
    cenron's Avatar Member
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    Didnt mean to double post can someone delete this plz.
    Last edited by cenron; 11-29-2008 at 04:02 PM.

  14. #119
    mordok's Avatar Member
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    Is it possible to find the x,y coords of mobs surrounding my character without code allocation (injection).

  15. #120
    Shynd's Avatar Contributor
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    Yes, Jesus Shit Christ. Loop through the object list (many, many examples of how to do so) and read their location from memory given whatever the offset for location is (either search through posts on this forum or reverse the ->GetPosition() virtual function).

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