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  1. #16
    schlumpf's Avatar Retired Noggit Developer

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    Originally Posted by Robske007a View Post
    This seems to be the result of the pattern returning 0 and then subtracting *. I haven't checked the list and since I don't need that function, I won't check the pattern and correct it.

    playernames linket list offsets
  2. #17
    apollo0510's Avatar Active Member
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    bool __thiscall UnitCanAttack(OBJECT_STRUCT* pOtherUnit) is at 0x66E6B0

    UNIT_REACTION __thiscall UnitReaction(OBJECT_STRUCT* pOtherUnit) is at 0x66b710

    Example how to call those functions:

    Code:
    		push eax
    		push ecx
    		push pObject
    		mov ecx,this
      	                mov eax, 0x66E6B0
    		call   eax   // __thiscall, function resets stack
    		mov result,eax
    		pop ecx
    		pop eax

    apollo

    (Those addresses are manually verfied with IDA for 3.0.8 and I am using them. The reason for posting them, is that the list from schlumpf looks a bit odd ... ).
    Last edited by apollo0510; 01-23-2009 at 03:20 PM.

  3. #18
    RiseAndShine's Avatar Member
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    Originally Posted by deadbeef View Post
    Hi there ...
    Can somebody share updated Offsets for 3.0.3 or (even better) explain me how to find the 'nameStorePtr' without reversing? An easy way to find this address with L.Spiros MHS would be great.

    EDIT: nevermind. found it - delete pls -.-
    do you have 3.0.8 offsets? Can you share them with us?

  4. #19
    SKU's Avatar Contributor
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  5. #20
    RiseAndShine's Avatar Member
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    yeah well thanks for the links, I already looked through all these Threads, of course.
    But couldn't find any offset for the player's names database. Just started today with all this stuff, so I maybe missing something however.

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