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  1. #91
    HapaHaoleVA's Avatar Member
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    I'm late to the party, but here's a couple:

    <Offset>
    <Name>LuaGetState</Name>
    <Address>0x004997B0</Address>
    </Offset>
    <Offset>
    <Name>LuaThreadLock</Name>
    <Address>0x00499720</Address>
    </Offset>

    [3.1.2] Some Changes...Few Static updates...
  2. #92
    testout's Avatar Member
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    Originally Posted by 0_00_0 View Post
    100 is a big jump. You can do this, but you'll just shoot into the sky, then probably die after you jump.
    Have you not seen the gold sellers spelling their website in dead bodies in Orgrimmar? :P

  3. #93
    ostapus's Avatar Active Member
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    Originally Posted by Cypher View Post
    Bad luck @ everyone who got banned for the TextSegEnd modification. Then again, LOTS of people were using it afaik.
    hmm, any hints how to work out this check ?

  4. #94
    Robske's Avatar Contributor
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    Originally Posted by ostapus View Post
    hmm, any hints how to work out this check ?
    Dereference it / make the check function always return true.
    "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. #95
    ostapus's Avatar Active Member
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    Originally Posted by Robske View Post
    Dereference it / make the check function always return true.
    mm, maybe i stated myself wrong - as i understand, warden is now checking for modification of that function (the one which checks if pointer is out of code seg space). so, how to bypass warden check and at the same time alter function.

  6. #96
    namreeb's Avatar Legendary

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    I believe Warden has it's own VMT. Set a hardware on-access breakpoint in OllyDbg for the TextSegEnd address (listed earlier in this thread), find the address of the calling function, and locate it in the VMT. I think you need only insert a hooked function into its slot in the VMT which always returns true.

  7. #97
    Shynd's Avatar Contributor
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    Or, you could search through the Wow.exe code segment for a series of 0xCC that is > 6 bytes long. Write "PUSH MyFunction; RETN" to one of those series of INT3s and register it as your function callback. It's in the text segment so it passes the out of scope check, and I don't think it's being looked for at the moment. Don't know if they're CRCing the text segment or not, though.

  8. #98
    Overon's Avatar Member
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    Lasttarget = 0x011D3F70

    You can simply write a GUID in it and send the key for "Target Last Target" @ WoW.

  9. #99
    kynox's Avatar Member
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    Originally Posted by Shynd View Post
    Or, you could search through the Wow.exe code segment for a series of 0xCC that is > 6 bytes long. Write "PUSH MyFunction; RETN" to one of those series of INT3s and register it as your function callback. It's in the text segment so it passes the out of scope check, and I don't think it's being looked for at the moment. Don't know if they're CRCing the text segment or not, though.
    Only during the authentication process.

  10. #100
    namreeb's Avatar Legendary

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    Originally Posted by Nesox View Post
    Code:
    SetFacing:0x005AFA10
    Not sure what to do with this. As stated in an older thread, I call this function yet nothing happens.

    Code:
    		unsigned long sf = 0x005AFA10;
    		float rad = 0.0;
    		CGObject_C *p = gpWoWX->GetCurMgr()->GetLocalPlayer();
    
    		DBGLOG("Calling SetFacing at 0x" << std::hex << sf);
    
    		_asm
    		{
    			mov ecx, p
    			push rad
    			call sf
    		}
    
    		DBGLOG("Done.");
    I've done this while stationary and while moving. My character does not rotate.

  11. #101
    skra's Avatar Member
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    has anyone found the new pointer to the cameradata? i'd have a look myself, but i am hardly below the surface of all this RE stuff =(

  12. #102
    goderion's Avatar Active Member
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    Originally Posted by skra View Post
    has anyone found the new pointer to the cameradata? i'd have a look myself, but i am hardly below the surface of all this RE stuff =(
    Maybe this is a good start to look for it:
    0x006C3740 (GetCamera)

  13. #103
    Nesox's Avatar ★ Elder ★
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    Originally Posted by bierstud View Post
    Not sure what to do with this. As stated in an older thread, I call this function yet nothing happens.

    Code:
            unsigned long sf = 0x005AFA10;
            float rad = 0.0;
            CGObject_C *p = gpWoWX->GetCurMgr()->GetLocalPlayer();
    
            DBGLOG("Calling SetFacing at 0x" << std::hex << sf);
    
            _asm
            {
                mov ecx, p
                push rad
                call sf
            }
    
            DBGLOG("Done.");
    I've done this while stationary and while moving. My character does not rotate.

    try declare a typedef for it. I havent tried that code but i think it should work. Also i had some problem when trying to get it to work
    it wouldn't use my float and therefor allways turn the same way

    Code:
    typedef int ( __stdcall *tSetFacing)(float* angle);
    tSetFacing SetFacing = (tSetFacing)0x005AFA10;
    Last edited by Nesox; 05-27-2009 at 04:32 AM.

  14. #104
    namreeb's Avatar Legendary

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    Thank you. I will try that in the morning and post my results.

    Edit: Nope. Same result. Nada! In fact, now my hw on-execute breakpoint is not even being triggered.
    Last edited by namreeb; 05-27-2009 at 01:43 PM.

  15. #105
    SKU's Avatar Contributor
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    SetFacing works fine for me, just tested it.

    typedef void (__thiscall * tSetFacing)(void* lp, float angle);
    tSetFacing oSetFacing = (tSetFacing)0x005AFA10;

    then call it somewhere:

    oSetFacing(reinterpret_cast<void*>(GetLocalPlayer()), 1.337f);

    This is if you don't have a reconstructed player class.

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