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  1. #46
    ShoniShilent's Avatar Member
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    Originally Posted by argh44z View Post
    Gameobject names:
    [[objectptr+0x1A4] + 0x88]

    Unit object names:
    [[objectptr+0x968] + 0x54]

    player names:
    looks like same as before, but the Name Cache is at 0x01137CE0

    for some reason these:

    Gameobject names:
    [[objectptr+0x1A4] + 0x88]

    Unit object names:
    [[objectptr+0x968] + 0x54]

    don't always work as they should. Occasionally certain items (like adamantite ore veins) will show up as random garbage text instead of what it is supposed to be writing.

    is there other offsets or some reason why this is occurring? it's been like this for several versions now, including 3.1.0

    [Wow] [3.1.0] General Info
  2. #47
    Xarg0's Avatar Member
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    Originally Posted by lanman92 View Post
    Did they change the offset to the movement class as well? I guess that's a dumb question since this is a large patch =/
    Offsets that are relative to wow.exe change every patch due to changes in the size of the executable and the aligment of the code that occurs when you add/change code and recompile.
    I hacked 127.0.0.1

  3. #48
    schlumpf's Avatar Retired Noggit Developer

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    That change in BroadcastEvent annoys me. The old pattern was so much nicer ..

    I want to have compatibility to old versions .. So finding a pattern for that one was really ugly.

    These should work in 3.1 and 3.0.9. Haven't tested others.

    <Pattern desc="BroadcastEvent" pattern="\xE8\xFC\xE3\xD8\xFF\x68\xC0\x43\x9D\x00\x68\x54\xBC\x97\x00\x6A\x03\xE 8\x00\x00\x00\x00" mask="x????x????x????xxx????">
    <Add value="12" />
    <Rel size="5" offset="1" />
    </Pattern>
    <Pattern desc="EventBase" pattern="\xA1\x00\x00\x00\x00\x8B\x4D\x08\x8B\x0C\x88\x8B\x41\x20" mask="x????xxxxxxxxx">
    <Add value="1" />
    <Lea />
    </Pattern>

  4. #49
    Robske's Avatar Contributor
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    Originally Posted by lanman92 View Post

    BTW: new offset for TLS is 0x10.


    Easy to miss, that offset is.
    "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. #50
    Pixion's Avatar Member
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    Unit object names:
    [[objectptr+0x968] + 0x90]

    Thats what i found, and it seems to work.

  6. #51
    Therrm's Avatar Member
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    About DK Runes :

    If unused = 0
    If used > 0

    Code:
    1st Blood Rune 0x011D13C8
    2nd Blood Rune 0x011D13CC
    
    1st Frost Rune 0x011D13D8
    2nd Frost Rune 0x011D13DC
    
    1st Unholy Rune 0x011D13D0
    2nd Unholy Rune 0x011D13D4
    Have fun

    PS : I'm still looking for a way to find which buffs are on my target if has some info about this.

  7. #52
    Robske's Avatar Contributor
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    Originally Posted by Therrm View Post

    PS : I'm still looking for a way to find which buffs are on my target if has some info about this.
    API UnitBuff - WoWWiki - Your guide to the World of Warcraft

    It's all there
    "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. #53
    Therrm's Avatar Member
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    Yep Robske, but I was looking for a kind of array I would be able to retrieve. Well I found it in memory but I'm not able to trace it back to something I already know... (yeah I suck :yuck I'll try to have a closer look to this API in IDA should be helpful


    By the way : about your dead corpse offset :
    Code:
    X : 0x011CD1B0
    Y : 0x011CD1B4
    Z : 011CD1B8

  9. #54
    Nesox's Avatar ★ Elder ★
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    You dont happen to know where the gameobject's x,y,z went?
    gonna take a looksy in olly & ida when i get home too

  10. #55
    Overflow's Avatar Member
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    Originally Posted by Nesox View Post
    You dont happen to know where the gameobject's x,y,z went?
    gonna take a looksy in olly & ida when i get home too
    Thats all I need too. Then bot is back on track. Tried to look close to old offsets from base address, but cant find anything.

    Thanks to all posting your findings here, +rep to you

  11. #56
    Therrm's Avatar Member
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    Originally Posted by Nesox View Post
    You dont happen to know where the gameobject's x,y,z went?
    gonna take a looksy in olly & ida when i get home too
    EDIT : Sorry I read to fast...
    Last edited by Therrm; 04-16-2009 at 02:14 PM.

  12. #57
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Therrm View Post
    I use :

    Code:
    Target.X = Curobj + 0x7D4
    Target.Y = Curobj + 0x7D8
    Target.Z = Curobj + 0x7DC
    Sigh. GAMEOBJECT XYZ! Lrn2read please.

    At any rate. Just pull the new offsets from the VMT Nesox.

  13. #58
    argh44z's Avatar Member
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    I think I saw CGGameObject_C::GetPosition last night. The function now checks to see if the game object type is 33 (a destructable building) and pulls the position info from two different places. If I have time tonight I'll verify that it's the right function (depends on if instance servers are up >.>)
    Last edited by argh44z; 04-16-2009 at 02:23 PM.

  14. #59
    Nesox's Avatar ★ Elder ★
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    Originally Posted by Cypher View Post
    Sigh. GAMEOBJECT XYZ! Lrn2read please.

    At any rate. Just pull the new offsets from the VMT Nesox.
    Already got them, A special someone gave them to me

  15. #60
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Nesox View Post
    Already got them, A special someone gave them to me

    Cool, was actually gonna do it myself and post it. But I won't bother if you already had. Good to hear.

    Need anything else?

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