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  1. #1
    Sillyboy72's Avatar Member
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    Silly n00b 3.0.8 is for kids!

    So, peeps are saying "Player Base" is at [[0x0127E13C] +0x30] + 0x28]. And indeed, that looks like a WowObject w/ type 4, and my "next" field, points to another WoWObject that looks reasonable. So, that is cool... link list of objects it hot.

    With a ClientConnection at 0x11CA310... the "s_CurMgr" is at [[0x0x11CA310] +0x28A4].

    I used to use [s_CurMgr + 0xAC] as the pointer to the first object in my object list. And I used to use [s_CurMgr+0xC0] for the player guid.

    a) I am clearly missing the relationship between these two things... can somebody explain the relationship?

    b) Anybody want to kick down new offsets from Mgr, for player guid and object list?

    c) unrelated, but I used to use 0xd8 from the object to check the animation state on my bobber... if you know that new offset, you are good people

    Thanks for any helpies.

    Silly n00b 3.0.8 is for kids!
  2. #2
    SKU's Avatar Contributor
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    As far as I can tell your offsets should be right..

    clientConnection = 0x011CA310
    mgrOffset = 0x28A4
    s_curMgr = [[clientConnection] + mgrOffset]
    localGuid = [s_curMgr + 0xC0]
    currentGuid = [curObj + 0x30]
    currentObject = [s_curMgr + 0xAC]
    nextObject = [s_curObj + 0x3C]

    As for the other things, sorry, I can't.

    My list might be wrong since yours somehow aren't working and I think you understand that better than me but.. so far my ObjectList seems to be fine, and my 'hacks' are working. (jump/scale/morph).

    Sorry if I'm not being a great help ~~.

    Good luck anyway.

  3. #3
    Nesox's Avatar ★ Elder ★
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    Originally Posted by Sillyboy72 View Post
    c) unrelated, but I used to use 0xd8 from the object to check the animation state on my bobber... if you know that new offset, you are good people
    It's still the same, byte [gameobject + 216(0xD ]

  4. #4
    Robske's Avatar Contributor
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    Originally Posted by Sillyboy72 View Post
    So, peeps are saying "Player Base" is at [[0x0127E13C] +0x30] + 0x28]. And indeed, that looks like a WowObject w/ type 4, and my "next" field, points to another WoWObject that looks reasonable. So, that is cool... link list of objects it hot.

    With a ClientConnection at 0x11CA310... the "s_CurMgr" is at [[0x0x11CA310] +0x28A4].

    I used to use [s_CurMgr + 0xAC] as the pointer to the first object in my object list. And I used to use [s_CurMgr+0xC0] for the player guid.

    a) I am clearly missing the relationship between these two things... can somebody explain the relationship?

    b) Anybody want to kick down new offsets from Mgr, for player guid and object list?

    c) unrelated, but I used to use 0xd8 from the object to check the animation state on my bobber... if you know that new offset, you are good people

    Thanks for any helpies.
    [g_ClientConnection]+CurMgrOffset] points to the objectmanager as you said. It 'holds' all objects, the first object is located at [s_CurMgr+0xAC] and each object has a pointer to the next [base+0x3C]. The local player, naturally, is part of this list.

    When you read from [[0x0127E13C] +0x30] + 0x28] you'll get the address of the local player's base in the objectmanager, seeing as it's an object like another, you can add 0x3C to this and get to the next object. I think you would miss some objects if you start enumerating at the playerbase though.

    If I'm wrong you'll see a green-texted charmander replying pretty soon.
    "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

  5. #5
    Sillyboy72's Avatar Member
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    Actually, I hadn't full tried it out.. ya, my old offsets from s_curMgr seem fine. Just curious about the interplay between these two things (player base and s_curMgr).

    I forgot I had thrown in an attempt to call wowz ObjectFromGuid directly.. that is all jacked up
    Code:
    typedef int (__cdecl *WowzObjectFromGuid)(ULONGLONG Guid, void *Object);
    WowzObjectFromGuid pfObjectFromGuid = (WowzObjectFromGuid) 0x0046D9B0;
    
    WowObject *WowObjectFromGuid(ULONGLONG Guid)
    {
    	void *pObject;
    	pfObjectFromGuid(Guid, &pObject);
    	return (WowObject*) pObject;
    }
    Prolly off by a ref/deref or two

  6. #6
    Sillyboy72's Avatar Member
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    Originally Posted by Robske007a View Post
    If I'm wrong you'll see a green-texted charmander replying pretty soon.
    lol. awesome.

    Thx for the explanation, makes good sense.

  7. #7
    cenron's Avatar Member
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    Originally Posted by Nesox View Post
    It's still the same, byte [gameobject + 216(0xD ]

    Little off topic but I am curious. Why does almost everyone refer to that offset as a decimal? All other offsets get referred to in Hex but every time I see someone post that animation state offset its always 216 and not 0xD8.

    Is there a reason behind this or just something one person did and everyone else is doing to maintain consistency?

  8. #8
    wraithZX's Avatar Active Member
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    $0.02 says that the majority of people who DO recite that number didn't find it themselves, they just rape & paste.
    No idea who found it first, but gg to them - makes it REAL obvious
    Last edited by wraithZX; 01-22-2009 at 04:49 PM. Reason: Extinction of the species "typonicus extremus".

  9. #9
    Nesox's Avatar ★ Elder ★
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    I actually dont know, ppl has allways said ure supposed to read use the decimal value not that it makes any difference

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