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  1. #1
    RawrSnarl's Avatar Member
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    Obtaining additional object data.

    How would you go about obtaining the name, class, and race of a mob/npc object or player object strictly through memory reading? I have searched the stickies and have not found a solution, unless I'm overlooking something.

    Obtaining additional object data.
  2. #2
    Gamer's Avatar Active Member
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    A somewhat old post, where Shynd explains:

    From thread: http://www.mmowned.com/forums/wow-me...ut-process.htm

    Originally Posted by Shynd View Post
    Read either Unit or Player name, entirely out of process
    Pretty simple, actually. Names are stored in a linked list. WoW basically iterates through the list until it finds the entry whose GUID matches that of the object whose name it's trying to get. Simply do the same thing for the win.

    As seen in the wild: GetObjectName video
    edit: this is just for name.

  3. #3
    Cypher's Avatar Kynox's Sister's Pimp
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    Yawn. All of this has already been covered. Learn to search.

  4. #4
    RawrSnarl's Avatar Member
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    Thanks, Gamer.

    Also, I noticed the offsets in the example were for WoW 2.4.3. I was looking through Cypher's sticky and wasn't sure if the offsets for 3.0.2 were included in his list or not, but I couldn't find them.
    Last edited by RawrSnarl; 01-02-2009 at 11:30 AM.

  5. #5
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by RawrSnarl View Post
    Thanks, Gamer.

    Also, I noticed the offsets in the example were for WoW 2.4.3. I was looking through Cypher's sticky and wasn't sure if the offsets for 3.0.2 were included in his list or not, but I couldn't find them.

    So update them.....

    You're not a baby, you shouldn't need spoon-feeding.

  6. #6
    RawrSnarl's Avatar Member
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    Thanks Cypher.

  7. #7
    Robske's Avatar Contributor
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    Originally Posted by RawrSnarl View Post
    How would you go about obtaining the name, class, and race of a mob/npc object or player object strictly through memory reading? I have searched the stickies and have not found a solution, unless I'm overlooking something.
    Getting the name without injection is abit trickier but still doable, there are enough threads on the subject but here's some old AutoIt code (NoMorePasting.com) Credits go to whoever I ripped this code from.

    For class and race go check Cypher's sticky... I'm using these values:
    Code:
    Factions:
    
    1: Human [Player]
    2: Orc [Player]
    3: Dwarf [Player]
    4: Night Elf [Player]
    5: Undead [Player]
    6: Tauren [Player]
    115: Gnome [Player]
    116: Troll [Player]
    1610: Blood Elf [Player]
    1629: Squidface [Player]
    Another great source is Bobbysings WoWHack(Base) on GD : WoW Hack(base) - Game Deception - Forums
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  8. #8
    RawrSnarl's Avatar Member
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    Thank you very much!

  9. #9
    namreeb's Avatar Legendary

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    RawrSnarl, did you ever find the proper offsets for an NPC/game object name?

  10. #10
    Robske's Avatar Contributor
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    Originally Posted by bierstud View Post
    RawrSnarl, did you ever find the proper offsets for an NPC/game object name?
    I don't know if they still work but here are mine:

    Units: [[objectBase + 0x8b0] + 0x03c]
    GO's: [[objectBase + 0x1f4] + 0x078]
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  11. #11
    Gamer's Avatar Active Member
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    Originally Posted by Robske007a View Post
    I don't know if they still work but here are mine:

    Units: [[objectBase + 0x8b0] + 0x03c]
    GO's: [[objectBase + 0x1f4] + 0x078]
    I don't believe these work. [objectBase + 0x8b0] just returns insanely large numbers. Didn't try the GO one.

  12. #12
    g3gg0's Avatar Active Member
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    he meant:

    Units: [[objectBase + 0x9b0] + 0x03c]
    GO's: [[objectBase + 0x1f4] + 0x078]
    players: unknown (get through linked lists at 0x011AE3D0 + 0x

    but some GO have invalid names:
    Code:
    OBJECT: 0x21 0xf11002eee900035f [Träger]
    OBJECT: 0x21 0xf11002f5ca00060b [�a@]
    OBJECT: 0x0b 0xf120024635000001 [Gerüstwagen]
    OBJECT: 0x0b 0xf120024636000004 [Gerüstwagen]
    OBJECT: 0x0b 0xf120024636000002 [Gerüstwagen]
    OBJECT: 0x0b 0xf120024635000003 [Gerüstwagen]
    OBJECT: 0x21 0xf11002f13400065e [�a@]
    they're always the same and its reproducable. so i think the address of the name is not
    a constant for all GO, but depends on some flags. but i'm not that deep enough into that
    stuff to verify that.
    Last edited by g3gg0; 01-07-2009 at 10:27 AM.

  13. #13
    g3gg0's Avatar Active Member
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    i now also made a radar view that shows game objects and units etc.
    e.g. flares in icecrown (81,69) dont have an name.
    but they still are game objects of type 0x05.

  14. #14
    namreeb's Avatar Legendary

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    Well then I must be doing something wrong. Those are the offsets I had been using.

    Perhaps someone can point out my issue? I'll try and include the relevant code below.

    Inside loop while reading objects in:

    Code:
    			DWORD iAddr, infop, nextp;
    
    			infop = t->info;
    			nextp = (DWORD)t->next;
    
    			ReadProcessMemory(toWin, (LPVOID)curObj, t, sizeof(object), NULL);
    
    			iAddr = t->info;
    
    			t->info = infop;
    			t->next = (object *)nextp;
    			t->wowAddr = curObj;
    
    			if (t->type == UNIT_TYPE_UNIT)
    				ReadProcessMemory(toWin, (LPVOID)iAddr, (LPVOID)infop, sizeof(unit_info), NULL);
    			else if (t->type == UNIT_TYPE_PLAYER)
    				ReadProcessMemory(toWin, (LPVOID)iAddr, (LPVOID)infop, sizeof(player_info), NULL);
    This seems to work for other attributes. For example if I do:

    Code:
    cout << "Unit health: " << dec << ((unit_info *)(t->info))->health << "." << endl;
    I get the correct health. Now, to display a unit's name, I call the following function:

    Code:
    void DisplayUnitName(object *unit)
    {
    	DWORD nAddr;
    	char name[40];
    
    	ReadProcessMemory(toWin, (LPVOID)(unit->wowAddr + 0x9B0), &nAddr, sizeof(nAddr), NULL);
    	ReadProcessMemory(toWin, (LPVOID)(nAddr + 0x03C), &name, sizeof(name), NULL);
    
    	cout << endl << "Unit 0x" << hex << uppercase << unit->guid << " name: " << name << dec << endl;
    }
    But the name I get is bogus. I can only assume that the wowAddr var has the wrong address, but I cannot see how.

  15. #15
    g3gg0's Avatar Active Member
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    sure you do that on OT_UNIT types and not on OT_PLAYER ?

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