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  1. #1
    sebdoingbot's Avatar Member
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    Local Player Corpse

    hi guys,

    I try to find a better way to get local player corpse, when local player is dead ( obviously ).

    Currently, when i'm dead ( health==0 ) , i store player Position, then release spirit ( RepopMe() ), then find path to get back to my corpse.
    Finaly when i'm close enough , get back to life ( RetrieveCorpse() ).

    Sometime it doesn't work, for exemple, in BG it's laging a lot, a player get my spirit stone, and my spirit is release automaticaly... And couldnot store the position before being in Spirit form ( health==1 ).

    I could do a smater storing , storing last known alive position. So even with big laggy situation i'll get quite right position. But, i figure something else :

    Browsing TLS-CorpseObject.

    But I get 2 problems :

    1 - How to know which corpse is mine Corpse.Guid != Player.Guid ( i checked that )

    2 - If i'm to far away, local player Corpse is not in the TLS

    Any help would be apreciate

    Cheers,

    Seb

    Local Player Corpse
  2. #2
    UnknOwned's Avatar Legendary
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    try 0x010A6B3C

  3. #3
    sebdoingbot's Avatar Member
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    Originally Posted by UnknOwned View Post
    try 0x010A6B3C
    Thanks replying, but from where ?

    Objects Base Adress?
    Player Base Adress?
    from Wow Process?

    EDIT : 0x010A6B3C seems to big to be an offset from player base adress , it's quite close to ClientConnection Address ( 0x11CB310 ), so i tried to point my WowObject there, but doesn't look like WowObject there.
    I'm lost .

    cheers,

    Seb
    Last edited by sebdoingbot; 02-20-2009 at 02:59 PM.

  4. #4
    UnknOwned's Avatar Legendary
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    Tried the value without anything?

  5. #5
    corderoy's Avatar Member
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    my guess is it's a static address, not like i checked it and can be sure

  6. #6
    sebdoingbot's Avatar Member
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    well, yes, but it's an adress that point on what ?

    If you mean, i should look there and try to guess what it islooking in the memory, no i din't tried that

    i did try to point there with WowObject or CorpseObject , but i didn't get anything that looks like valid object.
    Last edited by sebdoingbot; 02-20-2009 at 06:31 PM.

  7. #7
    Cypher's Avatar Kynox's Sister's Pimp
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    Zomg. Its a ****ing global/static variable.

    If I write a program like this:
    Code:
    #include <string>
    #include <iostream>
    
    std::string MyString("Foobar");
    
    int main()
    {
    std::cout << MyString << std::endl;
    return 0;
    }
    MyString will be in the .data section of the binary in 99% of cases. Same if I were to get the string like this:

    Code:
    std::string& GetMyString()
    {
    static std::string MyString("foobar");
    return MyString;
    }
    Non-const static and global objects are stored in .data. Dynamic objects like this:
    Code:
    void SomeSub()
    {
    std::string* pMyString = new std::string("foobar");
    // do shit here
    }
    Are created on the heap, and objects like this:
    Code:
    void SomeSub()
    {
    std::string MyString("foobar");
    // do shit here
    }
    Are created on the stack.

    For the love of god can we PLEASE learn the basics before coming here and asking stupid questions.


  8. #8
    SKU's Avatar Contributor
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    [0x010A6B3C + 0x0] = Corpse_X // float
    [0x010A6B3C + 0x4] = Corpse_Y // float
    [0x010A6B3C + 0x8] = Corpse_Z // float

    I'm no professional but it looks rather big for an offset :P.

  9. #9
    UnknOwned's Avatar Legendary
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    Originally Posted by sebdoingbot View Post
    well, yes, but it's an adress that point on what ?

    If you mean, i should look there and try to guess what it islooking in the memory, no i din't tried that

    i did try to point there with WowObject or CorpseObject , but i didn't get anything that looks like valid object.
    Gad....


    Originally Posted by SKU View Post
    [0x010A6B3C + 0x0] = Corpse_X // float
    [0x010A6B3C + 0x4] = Corpse_Y // float
    [0x010A6B3C + 0x8] = Corpse_Z // float

    I'm no professional but it looks rather big for an offset :P.
    Not really for a 12mb EXE file.

  10. #10
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by UnknOwned View Post
    Gad....




    Not really for a 12mb EXE file.

    I think he means structure offset. The size of the EXE is irrelevant, its the size of the data structures used that he was referring to.

    I think you just got confused because in the same post he also just posted its usage as a static address.

  11. #11
    sebdoingbot's Avatar Member
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    @Unknwown

    Man, i was so in CorpseObject struct, i didn't thought about you give me directly corpse position offset

    Thanks, i try that in a minute.

    @Sku , thanks, that's all i needed to know, this adresse is an offset in exe to corpse position offset.

    @Cypher :
    static/gobal vairable, booo, what a ugly way to code
    I'm a professional game writer ( for living ), so i know all that stuff.
    Just thinking Bli² used ugly things like that, it's behong my thinking
    Anyway, i was stubborn on pointing on CorpseObject structure
    Especially because in anothere ( old ) thread [g] you [g] said Local player coprse was in the TLS with CorpseObject type.

    Anyway thank you all, i try that now.

  12. #12
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by sebdoingbot View Post
    @Unknwown

    Man, i was so in CorpseObject struct, i didn't thought about you give me directly corpse position offset

    Thanks, i try that in a minute.

    @Sku , thanks, that's all i needed to know, this adresse is an offset in exe to corpse position offset.

    @Cypher :
    static/gobal vairable, booo, what a ugly way to code
    I'm a professional game writer ( for living ), so i know all that stuff.
    Just thinking Bli² used ugly things like that, it's behong my thinking
    Anyway, i was stubborn on pointing on CorpseObject structure
    Especially because in anothere ( old ) thread [g] you [g] said Local player coprse was in the TLS with CorpseObject type.

    Anyway thank you all, i try that now.
    Global objects are ugly yes. But how are static objects ugly? How the **** do you propose to implement the singleton pattern in your class without a static object.

    For example, this is how I use some of my utility classes:
    MyNamespace::MyClass::Get()->Foo();

    Get is a static member of MyClass which returns a static MyClass object. Constructors are all made protected so people can't directly create MyClass instances and are forced to use Get() to get the singleton.

    Implement the singleton pattern without the use of a static object. Readyyyyyyyy....... GO!

    As long as you serialize access to your static data its not an issue. And even then, that's only necessary if your code needs to be thread-safe.

    As for the rest of the post. I said what? I don't follow. At any rate, lots of data in the client is stored in multiple areas. "Copies" if you will. These copies are there for a variety of reasons, but just because the information is available one way with one method, doesn't mean you can apply the same method when trying to obtain it from a different location.

  13. #13
    sebdoingbot's Avatar Member
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    ho, sorry, my bad english, i misunderstood static object with static variables

    like :

    bad:
    Code:
    void myFunction( float rox_value )
    {
        static float ugly_var;
    }
    good:
    Code:
    class CRox
    {
    private:
       static CRox* m_instance;
    public:
       CRox* GetInstance() { return m_instance;}
    }
    CRox* CRox::m_instance = 0;
    Of course static class member is nice for singleton, factory class etc.
    Last edited by sebdoingbot; 02-21-2009 at 06:13 AM.

  14. #14
    sebdoingbot's Avatar Member
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    Originally Posted by Cypher View Post

    As for the rest of the post. I said what? I don't follow. At any rate, lots of data in the client is stored in multiple areas. "Copies" if you will. These copies are there for a variety of reasons, but just because the information is available one way with one method, doesn't mean you can apply the same method when trying to obtain it from a different location.
    In an old thread about PlayerCorpse you said that Player Corpse was in the TLS object manager , object type = Corpse ( 4 ). Wich is true , but because there is no way to know that this corpse ( in objectManager ), is the Local Player Corpse, i was trying to figure out, another way

    Anyway, my bot is working great now, even, if i really don't like using static offset .. wich changes in next patch . So if somebody got a better way to get local Player corpse position, i'm all hears out

    Cheers,

    Seb

  15. #15
    schlumpf's Avatar Retired Noggit Developer

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    Just use a pattern to get the static pointer. The function at 004A9CB0 calculates the distance. The one at 004A9C20 is setting the position to float[3] arg2. Maybe you can use one of these functions to generate the pattern.

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