Wouldn't they detect speedhacks serverside (based on motion prediction)?
I don't know anything about WoW's motion code, but that's what I would do.
Wouldn't they detect speedhacks serverside (based on motion prediction)?
I don't know anything about WoW's motion code, but that's what I would do.
that's A LOT of checks for a server to be doing all the time. I would hope they at least have something in there, but i doubt they have anything all the time. Just too many packets to be checking all of them, especially when there are so many legit speed modifiers you have to factor in as well.
Curious if I'm doing this right. Can anyone confirm that the new address for Lua_Register is 0x00499990?
Last edited by namreeb; 05-22-2009 at 04:13 AM.
It shouldn't be that hard (they just have to be cautious to not use the ban hammer on people hit by legitimate lag spikes), and they just updated the hardware on a whole bunch of servers - maybe one side effect of that update was to have enough spare computing power to enable extra server-side checks.
"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
0x012CBCD4 LastHardwareAction
0x0046C5E0 InputEvent
override LastHardwareAction with InputEvent for AntiAFK.
0x00A45D2C Login_State ( 0x16 for Login Screen, 0x4 for Charselect, 0x5 for Auth failed more not checked. On entering World its 0x16 too )
0x012A75C0 Game_State ( returns an String with "login" for Login Screen and "charselect" for Charselect Screen. On entering World its "charselect" too )
Great! That's encouraging. Another question: has the structure of the client cache db changed? I've repeated my rather primitive attempt to locate 'RegisterBase_ClientDB' only to wind up outside of the .text section of memory, and into a section that is pretty much all zerod.
PlayerBase was given in this thread as:
And the offsets for position were given as:
Question 1: Is the value at the offset for Z supposed to be the actual float value, or a pointer to it?
Question 2: I tried to answer this myself by writing my function for both cases and comparing to the value I get from the VMT function. Neither works! What am I doing wrong here?
In the case of the offset containing the actual float value, my code is:
Case #2, the offset containing a pointer to the Z value:Code:WOWPOS pos; float z; _asm { mov eax, dword ptr ds:[0x010BD5F4 + 0x7A0] mov z, eax } GetCurMgr()->GetLocalPlayer()->GetPosition(pos); DBGLOG("z from class: " << std::dec << pos.Z); DBGLOG("z from mem : " << std::dec << z);
Yet both give me bogus values. Have I made a mistake somewhere, or are these values possibly incorrect?Code:WOWPOS pos; float *z; _asm { mov eax, dword ptr ds:[0x010BD5F4 + 0x7A0] mov z, eax } GetCurMgr()->GetLocalPlayer()->GetPosition(pos); DBGLOG("z from class: " << std::dec << pos.Z); DBGLOG("z from mem : " << std::dec << *z);