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  1. #76
    deCutter's Avatar Member
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    Originally Posted by bierstud View Post
    mov eax, dword ptr ds:[0x010BD5F4 + 0x7A0]
    mov z, eax
    }
    I`ll just paste values you need from my project:
    Code:
            public static UInt32 PlayerBasePtr = 0x010BD5F4; //3.1.1: 0x010B65F4; //pointer
            public static UInt32 Player1stOffset = 0x34;
            public static UInt32 PlayerBaseOffset = 0x24;
            public static UInt32 PlayerXOffset = 0x798;
            public static UInt32 PlayerYOffset = PlayerXOffset + 4;
            public static UInt32 PlayerZOffset = PlayerXOffset + 8;
    Your code should be like
    Code:
    mov eax, [0x010BD5F4]
    add eax, 0x34
    mov eax, [eax]
    add eax, 0x24
    mov eax, [eax]
    add eax, 0x7A0 //Z-offset
    mov z, [eax]
    Sorry for any errors in asm, but i hope u got an idea.

    [3.1.2] Some Changes...Few Static updates...
  2. #77
    Nesox's Avatar ★ Elder ★
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    X = [[[[0x010BD5F4] + 0x34 ] + 0x24] + 0x798]
    Y = [[[[0x010BD5F4] + 0x34 ] + 0x24] + 0x79C]
    Z = [[[[0x010BD5F4] + 0x34 ] + 0x24] + 0x7A0]

  3. #78
    katnegermis's Avatar Member
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    What are the offset for Objects now then?
    I've got
    $g_clientConnection as 0x01139F80,
    $s_curMgr as ($g_clientConnection+0x2C34) and
    $GUID as ($s_curmgr + 0xc0).

    I set my $curObj as ($s_curmgr+0xAC) and
    cGUID as ($curobj+0x30)

    Are all of the above correct?
    And what are the current offsets for X, Y, Z, Rotation and Name of the sorrounding mobs?

    Thanks a BUNCH!

  4. #79
    Cursed's Avatar Contributor
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    Originally Posted by katnegermis View Post
    What are the offset for Objects now then?
    I've got
    $g_clientConnection as 0x01139F80,
    $s_curMgr as ($g_clientConnection+0x2C34) and
    $GUID as ($s_curmgr + 0xc0).

    I set my $curObj as ($s_curmgr+0xAC) and
    cGUID as ($curobj+0x30)

    Are all of the above correct?
    And what are the current offsets for X, Y, Z, Rotation and Name of the sorrounding mobs?

    Thanks a BUNCH!
    Cypher's post is still correct, atleast the ones I use are still working. But I'd be interested in a name pointer, too (you could use VMT 48/GetObjectName, but afaik, it just works for (duh) objects and not Units. Try to reverse UnitName :P).

  5. #80
    katnegermis's Avatar Member
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    Okay, so from this list I see that
    enum WoWDynamicObjectFields
    {
    DYNAMICOBJECT_CASTER = 0x6,
    DYNAMICOBJECT_BYTES = 0x8,
    DYNAMICOBJECT_SPELLID = 0x9,
    DYNAMICOBJECT_RADIUS = 0xA,
    DYNAMICOBJECT_POS_X = 0xB,
    DYNAMICOBJECT_POS_Y = 0xC,
    DYNAMICOBJECT_POS_Z = 0xD,

    DYNAMICOBJECT_FACING = 0xE,
    DYNAMICOBJECT_CASTTIME = 0xF,
    TOTAL_DYNAMICOBJECT_FIELDS = 0x9
    };
    Which means that I have to add 0xB to $curObj to get the X value of whatever object I've just found?
    Last edited by katnegermis; 05-25-2009 at 09:07 AM.

  6. #81
    Robske's Avatar Contributor
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    Originally Posted by Cursed View Post
    Cypher's post is still correct, atleast the ones I use are still working. But I'd be interested in a name pointer, too (you could use VMT 48/GetObjectName, but afaik, it just works for (duh) objects and not Units. Try to reverse UnitName :P).
    Might want to look up on virtual methods are...
    "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

  7. #82
    Robske's Avatar Contributor
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    Originally Posted by katnegermis View Post
    Okay, so from this list I see that


    Which means that I have to add 0xB to $curObj to get the X value of whatever object I've just found?
    First and foremost, that list is outdated.

    Those fields are commonly reffered to as the "descriptor fields". There's a pointer to the start this "array" at ObjectBase+0x8, note that the values in cypher's enum are merely indices, so you'll have to multiply each index by 4 to get the correct offset.

    So for DYNAMICOBJECT_POS_X you'd read from (warning: outdated, example only)
    [[dwBaseAddress+0x8]+0xB*4]
    "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. #83
    SKU's Avatar Contributor
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    Originally Posted by Cursed View Post
    Cypher's post is still correct, atleast the ones I use are still working. But I'd be interested in a name pointer, too (you could use VMT 48/GetObjectName, but afaik, it just works for (duh) objects and not Units. Try to reverse UnitName :P).
    mmowned private pastebin - collaborative debugging tool

    Just for you. If there are any wrong offsets, let me know, updated that rather quickly. Seemed to be ok though. Also, it's not inteded to look good, there's zero error checking. (GetName() and GetPosition() methods for Units, Players and GameObjects)

  9. #84
    ramey's Avatar Member
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    Originally Posted by SKU View Post
    mmowned private pastebin - collaborative debugging tool

    Just for you. If there are any wrong offsets, let me know, updated that rather quickly. Seemed to be ok though. Also, it's not inteded to look good, there's zero error checking. (GetName() and GetPosition() methods for Units, Players and GameObjects)
    Shame on you, where is the new C++ ways?!

  10. #85
    Robske's Avatar Contributor
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    Originally Posted by ramey View Post
    Shame on you, where is the new C++ ways?!
    He's all on the C++ side now, believe me.
    "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

  11. #86
    ramey's Avatar Member
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    Originally Posted by Robske View Post
    He's all on the C++ side now, believe me.
    I'm not convinced!

  12. #87
    Cursed's Avatar Contributor
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    Originally Posted by SKU View Post
    mmowned private pastebin - collaborative debugging tool

    Just for you. If there are any wrong offsets, let me know, updated that rather quickly. Seemed to be ok though. Also, it's not inteded to look good, there's zero error checking. (GetName() and GetPosition() methods for Units, Players and GameObjects)
    Stupid +Rep Button tells me to spread-.-

    Thanks a bunch, and Ill add +Rep, when I can :P

  13. #88
    namreeb's Avatar Legendary

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    Originally Posted by lolk2 View Post
    I've been using my app for a while; going on about 5 months now. I've not gotten banned once until yesterday.

    I modify the player Z, then render the change by jumping. I've been doing it the same.
    So you just:

    z += 100;
    MovementState |= 0x1000;

    ?

  14. #89
    0_00_0's Avatar Member
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    Originally Posted by bierstud View Post
    So you just:

    z += 100;
    MovementState |= 0x1000;

    ?
    100 is a big jump. You can do this, but you'll just shoot into the sky, then probably die after you jump. You do not need to change your movement state. just alter the z from playerbase. just hit jump once you've stopped moving up.

  15. #90
    namreeb's Avatar Legendary

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    Doesn't MovementState |= 0x1000 render a jump?

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