Instantly changing direction (rotation) == ban or not? menu

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  1. #1
    ShoniShilent's Avatar Member
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    Instantly changing direction (rotation) == ban or not?

    i did some reading on these threads:

    http://www.mmowned.com/forums/wow-me...t-state-2.html

    and:

    http://www.mmowned.com/forums/wow-me...-rotation.html

    but with the flaming, 'facepalming', and bashing i sometimes don't know if people are being serious or sarcastic.

    at any rate, the locations i use for the x,y,z,rotation for 3.0.3 are:

    YAddress=PlayerBase+$7d0
    XAddress=PlayerBase+$7d4
    ZAddress=PlayerBase+$7d8
    RotationAddress=PlayerBase+$7dc

    what i have been doing is monitoring the value at the RotationAddress (called henceforth the rotation value) and then sending events to the game that simulate pressing A or D down to cause the character to turn left or right to match the angle to the next waypoint.

    because of WARDEN and the fact that you cannot change the x,y,z hardly at all without getting kicked, i am hesitant to write to the actual RotationAddress the new rotation value. however, if this is safe, it would be so much simpler to just write the value and have the character turn to the new angle instantly rather than having to simulate a keypress and checking over and over until the toon is pointing the right way.

    has anyone tested this or does anyone know if this is ok to do without getting kicked for instant rotation?

    Instantly changing direction (rotation) == ban or not?
  2. #2
    lanman92's Avatar Active Member
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    It will disconnect you. It is a good idea to use Cypher's CInputControl class, but it appears that you are using AutoIt.

  3. #3
    ShoniShilent's Avatar Member
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    thanks for the info. i will just continue using my method.

    i am using keybd_event() windows API and the virtual keycodes to simulate my movements from within my own program.

    you saved me from the disconnect and being flagged by blizz- thanks!

    i have noticed that if you are facing a direction and you hold the left mouse button down and rotate the camera (for instance rotate it 180 degrees so you can see your character's face) and then press both mouse buttons simultaneously then your character will instantly face the new direction. this is what led me to ask the question in the first place.

  4. #4
    starfish99's Avatar Corporal
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    in 2.4.3 , Writing to rotation address to change your facing will not cause you banned or disconnected.
    I am not sure about 3.03....

    If you write to x,y,z address, Server will disconnect you (it's none business of Warden), for server finds your coordinate changed but there are no corresponding packets.
    But writing to rotation address will not.
    I think , there is a thread to keep reporting your facing to server, and then server sends your facing to other players nearby, because when you turn your camera, your facing changes instantly(there isn't any delay, proving that this operation
    is independent of server)

  5. #5
    Nesox's Avatar ★ Elder ★
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    Oh No3s it wont ban you and no you wont get disconnected, altho if ure running at the same time as you change the value only the model will turn you need to pass along a sendmessage with left/right or u could use C_InputControl

  6. #6
    Cypher's Avatar Kynox's Sister's Pimp
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    Forcing a heading change won't get you banned. Reasonable paranoia is one thing, but thats just silly.

    If you really wanna be paranoid, just use mouse-look and ramp up the speed.

  7. #7
    UnknOwned's Avatar Legendary
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    Originally Posted by lanman92 View Post
    It will disconnect you.
    It disconnects you since you change a vector setting. If you reset the verctor to 0,0 you won't get disconnected.

  8. #8
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by UnknOwned View Post
    It disconnects you since you change a vector setting. If you reset the verctor to 0,0 you won't get disconnected.

    We're just talking about changing the facing float in CMovementInfo right? I havn't done that in a while but whenever I used to I never got dced.

  9. #9
    UnknOwned's Avatar Legendary
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    Originally Posted by Cypher View Post

    We're just talking about changing the facing float in CMovementInfo right? I havn't done that in a while but whenever I used to I never got dced.
    Well changing the facing float will change the move vector, and you will offcause be disconnected because your X and Y position will change too. (that being if you move while you change it)

    Movement.CPP (in the wow sourcecode) generates a move vector when your toon is walking. Its generated with Flags, Current Speed, Facing, Time Moved, Sim Time and MOVE. Now "MOVE" is the initiall vector.
    Last edited by UnknOwned; 12-01-2008 at 07:01 AM.

  10. #10
    Xarg0's Avatar Member
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    If you wanna be shure place a break point on your faceing value and don't change it, if wow didn't break after about 15mins I'd say it's safe to change the value without getting buttraped by warden instantly.
    Aktually most of the warden scanns don't check for value changes but rather checksum parts of wows code that are known to be changed by certain bots/hacks/tools, the only scanns for value changes concern the constants used for jumping and the cosinus of the degrees that you can walk.
    I hacked 127.0.0.1

  11. #11
    UnknOwned's Avatar Legendary
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    Originally Posted by UnknOwned View Post
    Well changing the facing float will change the move vector, and you will offcause be disconnected because your X and Y position will change too.

    Movement.CPP (in the wow sourcecode) generates a move vector when your toon is walking. Its generated with Flags, Current Speed, Facing, Time Moved, Sim Time and MOVE. Now "MOVE" is the initiall vector.
    Ok... that was maybe a bad explaination.
    You can try corrupt the move vector by null'ing out the vector floats, and wow should generate a crashlog like this:




    So to understand the vector, Move contains XYZ "from", taking your facing, speed and time moved into consideration the vector will be generated and the "to" end of the vector will be converted into your current X Y and Z position.

    Altering the facing will not change the "from" XYZ but the "to" XYZ. Kinda "teleporting" you.

    So changing the From XYZ to your current position, the move time to 0 and your speed to 0 will reset the vector. Then change the facing and then the other values back up.

  12. #12
    Cypher's Avatar Kynox's Sister's Pimp
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    I'm assuming that screenshot is taken from a beta or alpha build?

    Assertions are only enabled on those builds, and the only time I've seen the strings in that crash dump were in beta builds.

    I will check later, but I can say with certainty last time I tried I didn't crash. Maybe they've changed it, maybe you're doing it incorrectly, who knows. I'll look into it though. Either way though, that screenshot may be misleading because you won't crash if the assertions are disabled.

    PS. The function that generates that crash dump (I assume) is 0x8D95E0

  13. #13
    Nesox's Avatar ★ Elder ★
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    Originally Posted by UnknOwned View Post
    Well changing the facing float will change the move vector, and you will offcause be disconnected because your X and Y position will change too. (that being if you move while you change it)

    Movement.CPP (in the wow sourcecode) generates a move vector when your toon is walking. Its generated with Flags, Current Speed, Facing, Time Moved, Sim Time and MOVE. Now "MOVE" is the initiall vector.
    no you dont get disconnected by simply overwriting ure current facing with a new value, it just rotates the model

    edit: i made a program once that changed it continually making u run forward and spin at the same time. looked kinda fun

  14. #14
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Nesox View Post
    no you dont get disconnected by simply overwriting ure current facing with a new value, it just rotates the model

    edit: i made a program once that changed it continually making u run forward and spin at the same time. looked kinda fun

    Exactly what I thought, all that happens is that you're rotated client-side and then the new facing is sent to the server in the next movement packet. No harm no foul.

    I assume Malu is doing it in some weird way?

    Crazy AutoIt programmers always doing weird shit to avoid language restricitons. YOUNG HOOLIGANS! GET OFF MY LAWN AND LEARN A REAL LANGUAGE! AND GET A HAIRCUT YOU HIPIPE!

  15. #15
    ostapus's Avatar Active Member
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    Originally Posted by Cypher View Post

    Exactly what I thought, all that happens is that you're rotated client-side and then the new facing is sent to the server in the next movement packet. No harm no foul.

    I assume Malu is doing it in some weird way?

    Crazy AutoIt programmers always doing weird shit to avoid language restricitons. YOUNG HOOLIGANS! GET OFF MY LAWN AND LEARN A REAL LANGUAGE! AND GET A HAIRCUT YOU HIPIPE!
    I've notice also if you directly change facing value it reflects on model not actual facing (in most cases) unless you send movement packet or/ call one of StartStopMovement functions... I wonder if there is some kind of "null" movement packets to force facing cahnges to be send to server (ie: change facing, send/call "null" movement packet/function w/o actual movement).

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