3.1.3 info dump menu

User Tag List

Page 2 of 7 FirstFirst 123456 ... LastLast
Results 16 to 30 of 99
  1. #16
    bouh2's Avatar Active Member
    Reputation
    28
    Join Date
    Mar 2008
    Posts
    83
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Sorry i'm confused, i search GameObject Name offset ^^

    EDIT : And I search how to find CorpseOject owner name ^^

    EDIT2 : Founded : [[curObj + 0x1a4] + 0x88]
    Last edited by bouh2; 06-07-2009 at 01:30 PM.

    3.1.3 info dump
  2. #17
    Nesox's Avatar ★ Elder ★
    Reputation
    1280
    Join Date
    Mar 2007
    Posts
    1,238
    Thanks G/R
    0/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Gameobjects are dynamically allocated there's no static adress for them.
    You need to iterate the linked list of object until you find w/e object you want or if you call GetObjectByGUID if you already got the GUID.

  3. #18
    abuckau907's Avatar Active Member
    Reputation
    49
    Join Date
    May 2009
    Posts
    225
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    "bierstud"
    [08:06:59]: 0x0058EE10 -> UseItem

    How do I learn how to use this function? For example, where do I store the variable to be passed as parameters? For example, in my thinking, if I create a new thread and run the code at 0058EE10, then it'll check some other memory locations (for parameters)? and then do the code to 'use the item' Anyway, there are a lot of holes in this..theory So if anyone could point me in the right direction, would be much appreciated. I'm semi-ok w/ programming but don't know much about game hacking techniques so if you could just point the way to your fav. tutorials that'd be great.

  4. #19
    lanman92's Avatar Active Member
    Reputation
    50
    Join Date
    Mar 2007
    Posts
    1,033
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    What I would recommend for this 'theory' is to have your injecting app allocate some mem and have offsets from this memory block. Set each 4 bytes to something and use those offsets as your values. Then you can just write to them from your app and run UseItem with the Asm class. Look up blackmagic.

  5. #20
    namreeb's Avatar Legendary

    Reputation
    668
    Join Date
    Sep 2008
    Posts
    1,029
    Thanks G/R
    8/222
    Trade Feedback
    0 (0%)
    Mentioned
    9 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by abuckau907 View Post
    "bierstud"
    [08:06:59]: 0x0058EE10 -> UseItem

    How do I learn how to use this function? For example, where do I store the variable to be passed as parameters? For example, in my thinking, if I create a new thread and run the code at 0058EE10, then it'll check some other memory locations (for parameters)? and then do the code to 'use the item' Anyway, there are a lot of holes in this..theory So if anyone could point me in the right direction, would be much appreciated. I'm semi-ok w/ programming but don't know much about game hacking techniques so if you could just point the way to your fav. tutorials that'd be great.
    If you're out of process, which I assume you are based on your wording, do as lanman92 suggests. If you're not, the way I do it is this:

    Code:
    typedef void ( __cdecl * tUseItem )( DWORD, DWORD);
    tUseItem oUseItem = 0;
    
    void __cdecl hook_UseItem( DWORD p1, DWORD p2)
    {
    	DWORD dwEcx;
    	CGObject_C *obj;
    
    	_asm { mov dwEcx, ecx };
    
    	obj = (CGObject_C *)(dwEcx);
    
    	_asm { mov ecx, dwEcx };
    
    	oUseItem( p1, p2);
    }
    
    void HookUseItem()
    {
    	oUseItem = (tUseItem)gpWoWX->GetFindPattern()->GetAddress( "UseItem" );
    	gpWoWX->GetPatcher()->AddPatch( &(PVOID&)oUseItem, reinterpret_cast<PBYTE>( hook_UseItem ), "UseItem" );
    }
    Once I came up with this function I think I got interested in something else and left it.. not sure if it actually works, but you get the general idea.

  6. #21
    johno22's Avatar Private
    Reputation
    1
    Join Date
    Nov 2008
    Posts
    14
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Sorry I removed this and posted it elsewhere, please delete
    Last edited by johno22; 06-08-2009 at 02:39 PM.

  7. #22
    Apoc's Avatar Angry Penguin
    Reputation
    1388
    Join Date
    Jan 2008
    Posts
    2,750
    Thanks G/R
    0/13
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    DBC dump:

    Code:
        public enum ClientDb
        {
            Achievement = 0x000000EB,
            Achievement_Criteria = 0x000000EC,
            Achievement_Category = 0x000000ED,
            AnimationData = 0x000000EE,
            AreaGroup = 0x000000EF,
            AreaPOI = 0x000000F0,
            AreaTable = 0x000000F1,
            AreaTrigger = 0x000000F2,
            AttackAnimKits = 0x000000F3,
            AttackAnimTypes = 0x000000F4,
            AuctionHouse = 0x000000F5,
            BankBagSlotPrices = 0x000000F6,
            BannedAddOns = 0x000000F7,
            BarberShopStyle = 0x000000F8,
            BattlemasterList = 0x000000F9,
            CameraShakes = 0x000000FA,
            Cfg_Categories = 0x000000FB,
            Cfg_Configs = 0x000000FC,
            CharBaseInfo = 0x000000FD,
            CharHairGeosets = 0x000000FE,
            CharSections = 0x000000FF,
            CharStartOutfit = 0x00000100,
            CharTitles = 0x00000101,
            CharacterFacialHairStyles = 0x00000102,
            ChatChannels = 0x00000103,
            ChatProfanity = 0x00000104,
            ChrClasses = 0x00000105,
            ChrRaces = 0x00000106,
            CinematicCamera = 0x00000107,
            CinematicSequences = 0x00000108,
            CreatureDisplayInfo = 0x00000109,
            CreatureDisplayInfoExtra = 0x0000010A,
            CreatureFamily = 0x0000010B,
            CreatureModelData = 0x0000010C,
            CreatureMovementInfo = 0x0000010D,
            CreatureSoundData = 0x0000010E,
            CreatureSpellData = 0x0000010F,
            CreatureType = 0x00000110,
            CurrencyTypes = 0x00000111,
            CurrencyCategory = 0x00000112,
            DanceMoves = 0x00000113,
            DeathThudLookups = 0x00000114,
            DestructibleModelData = 0x00000115,
            DungeonMap = 0x00000116,
            DungeonMapChunk = 0x00000117,
            DurabilityCosts = 0x00000118,
            DurabilityQuality = 0x00000119,
            Emotes = 0x0000011A,
            EmotesText = 0x0000011B,
            EmotesTextData = 0x0000011C,
            EmotesTextSound = 0x0000011D,
            EnvironmentalDamage = 0x0000011E,
            Exhaustion = 0x0000011F,
            Faction = 0x00000120,
            FactionGroup = 0x00000121,
            FactionTemplate = 0x00000122,
            FileData = 0x00000123,
            FootprintTextures = 0x00000124,
            FootstepTerrainLookup = 0x00000125,
            GameObjectArtKit = 0x00000126,
            GameObjectDisplayInfo = 0x00000127,
            GameTables = 0x00000128,
            GameTips = 0x00000129,
            GemProperties = 0x0000012A,
            GlyphProperties = 0x0000012B,
            GlyphSlot = 0x0000012C,
            GMSurveyAnswers = 0x0000012D,
            GMSurveyCurrentSurvey = 0x0000012E,
            GMSurveyQuestions = 0x0000012F,
            GMSurveySurveys = 0x00000130,
            GMTicketCategory = 0x00000131,
            GroundEffectDoodad = 0x00000132,
            GroundEffectTexture = 0x00000133,
            gtBarberShopCostBase = 0x00000134,
            gtCombatRatings = 0x00000135,
            gtChanceToMeleeCrit = 0x00000136,
            gtChanceToMeleeCritBase = 0x00000137,
            gtChanceToSpellCrit = 0x00000138,
            gtChanceToSpellCritBase = 0x00000139,
            gtNPCManaCostScaler = 0x0000013A,
            gtOCTClassCombatRatingScalar = 0x0000013B,
            gtOCTRegenHP = 0x0000013C,
            gtOCTRegenMP = 0x0000013D,
            gtRegenHPPerSpt = 0x0000013E,
            gtRegenMPPerSpt = 0x0000013F,
            HelmetGeosetVisData = 0x00000140,
            HolidayDescriptions = 0x00000141,
            HolidayNames = 0x00000142,
            Holidays = 0x00000143,
            Item = 0x00000144,
            ItemBagFamily = 0x00000145,
            ItemClass = 0x00000146,
            ItemCondExtCosts = 0x00000147,
            ItemDisplayInfo = 0x00000148,
            ItemExtendedCost = 0x00000149,
            ItemGroupSounds = 0x0000014A,
            ItemLimitCategory = 0x0000014B,
            ItemPetFood = 0x0000014C,
            ItemPurchaseGroup = 0x0000014D,
            ItemRandomProperties = 0x0000014E,
            ItemRandomSuffix = 0x0000014F,
            ItemSet = 0x00000150,
            ItemSubClass = 0x00000151,
            ItemSubClassMask = 0x00000152,
            ItemVisualEffects = 0x00000153,
            ItemVisuals = 0x00000154,
            LanguageWords = 0x00000155,
            Languages = 0x00000156,
            LfgDungeons = 0x00000157,
            Light = 0x00000158,
            LightFloatBand = 0x00000159,
            LightIntBand = 0x0000015A,
            LightParams = 0x0000015B,
            LightSkybox = 0x0000015C,
            LiquidType = 0x0000015D,
            LiquidMaterial = 0x0000015E,
            LoadingScreens = 0x0000015F,
            LoadingScreenTaxiSplines = 0x00000160,
            Lock = 0x00000161,
            LockType = 0x00000162,
            MailTemplate = 0x00000163,
            Map = 0x00000164,
            Material = 0x00000165,
            Movie = 0x00000166,
            MovieFileData = 0x00000167,
            MovieVariation = 0x00000168,
            NameGen = 0x00000169,
            NPCSounds = 0x0000016A,
            NamesProfanity = 0x0000016B,
            NamesReserved = 0x0000016C,
            OverrideSpellData = 0x0000016D,
            Package = 0x0000016E,
            PageTextMaterial = 0x0000016F,
            PaperDollItemFrame = 0x00000170,
            ParticleColor = 0x00000171,
            PetPersonality = 0x00000172,
            PowerDisplay = 0x00000173,
            QuestInfo = 0x00000174,
            QuestSort = 0x00000175,
            Resistances = 0x00000176,
            RandPropPoints = 0x00000177,
            ScalingStatDistribution = 0x00000178,
            ScalingStatValues = 0x00000179,
            ScreenEffect = 0x0000017A,
            ServerMessages = 0x0000017B,
            SheatheSoundLookups = 0x0000017C,
            SkillCostsData = 0x0000017D,
            SkillLineAbility = 0x0000017E,
            SkillLineCategory = 0x0000017F,
            SkillLine = 0x00000180,
            SkillRaceClassInfo = 0x00000181,
            SkillTiers = 0x00000182,
            SoundAmbience = 0x00000183,
            SoundEmitters = 0x00000184,
            SoundEntries = 0x00000185,
            SoundProviderPreferences = 0x00000186,
            SoundSamplePreferences = 0x00000187,
            SoundWaterType = 0x00000188,
            SpamMessages = 0x00000189,
            SpellCastTimes = 0x0000018A,
            SpellCategory = 0x0000018B,
            SpellChainEffects = 0x0000018C,
            Spell = 0x0000018D,
            SpellDispelType = 0x0000018E,
            SpellDuration = 0x0000018F,
            SpellEffectCameraShakes = 0x00000190,
            SpellFocusObject = 0x00000191,
            SpellIcon = 0x00000192,
            SpellItemEnchantment = 0x00000193,
            SpellItemEnchantmentCondition = 0x00000194,
            SpellMechanic = 0x00000195,
            SpellMissile = 0x00000196,
            SpellMissileMotion = 0x00000197,
            SpellRadius = 0x00000198,
            SpellRange = 0x00000199,
            SpellRuneCost = 0x0000019A,
            SpellShapeshiftForm = 0x0000019B,
            SpellVisual = 0x0000019C,
            SpellVisualEffectName = 0x0000019D,
            SpellVisualKit = 0x0000019E,
            SpellVisualKitAreaModel = 0x0000019F,
            StableSlotPrices = 0x000001A0,
            Stationery = 0x000001A1,
            StringLookups = 0x000001A2,
            SummonProperties = 0x000001A3,
            Talent = 0x000001A4,
            TalentTab = 0x000001A5,
            TaxiNodes = 0x000001A6,
            TaxiPath = 0x000001A7,
            TaxiPathNode = 0x000001A8,
            TerrainType = 0x000001A9,
            TerrainTypeSounds = 0x000001AA,
            TotemCategory = 0x000001AB,
            TransportAnimation = 0x000001AC,
            TransportPhysics = 0x000001AD,
            TransportRotation = 0x000001AE,
            UISoundLookups = 0x000001AF,
            UnitBlood = 0x000001B0,
            UnitBloodLevels = 0x000001B1,
            Vehicle = 0x000001B2,
            VehicleSeat = 0x000001B3,
            VocalUISounds = 0x000001B4,
            WMOAreaTable = 0x000001B5,
            WeaponImpactSounds = 0x000001B6,
            WeaponSwingSounds2 = 0x000001B7,
            Weather = 0x000001B8,
            WorldMapArea = 0x000001B9,
            WorldMapTransforms = 0x000001BA,
            WorldMapContinent = 0x000001BB,
            WorldMapOverlay = 0x000001BC,
            WorldSafeLocs = 0x000001BD,
            WorldStateUI = 0x000001BE,
            ZoneIntroMusicTable = 0x000001BF,
            ZoneMusic = 0x000001C0,
            WorldStateZoneSounds = 0x000001C1,
            WorldChunkSounds = 0x000001C2,
            SoundEntriesAdvanced = 0x000001C3,
            ObjectEffect = 0x000001C4,
            ObjectEffectGroup = 0x000001C5,
            ObjectEffectModifier = 0x000001C6,
            ObjectEffectPackage = 0x000001C7,
            ObjectEffectPackageElem = 0x000001C8,
            SoundFilter = 0x000001C9,
            SoundFilterElem = 0x000001CA,
        }

  8. #23
    abuckau907's Avatar Active Member
    Reputation
    49
    Join Date
    May 2009
    Posts
    225
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    What I would recommend for this 'theory' is to have your injecting app allocate some mem and have offsets from this memory block. Set each 4 bytes to something and use those offsets as your values. Then you can just write to them from your app and run UseItem with the Asm class. Look up blackmagic.

    Um..I don't know what you mean by '..inject and have offsets from this memory block'. This is what I *think* happens

    Somewhere in wow.exe is function like.. UseItem which..uses an item in-game
    so..how is UseItem ..implemented? Like..is it a global function that needs values passed in like PlayerToUseOn,PlayerUsing,Item.Id ??
    I guess I mean..in the asm code for UseItem, what are all the variables used..how did you find this function? (Don't answer the variables question, just how to find it..I can try to look up)

    Will it only be LocalPlayer calling useItem :S like..when another person in group uses a heal potion, does the server just send us the updated stats, or does it call UseItem(ByRef somePlayer as WowPlayer) ?

    I'm asking because I *thought* thats important for ..--> to use an item you have to know where UseItem's storing it's values passed in -->(ie.if UseItem expect a uint32..it stores that somewhere..where is that location?/how to calculate it) then you write to those location w/ your desired values (item.id etc)
    Then Call UseItem from a wow thread (I know it's not that easy w/ the threads thing..I'll tackle that later)

    I *Really* have no idea what you meant by

    "to have your injecting app allocate some mem and have offsets from this memory block. Set each 4 bytes to something and use those offsets as your values"

    or** is useItem really as easy as
    UseItem(Pointer to UseItemDataStructure)
    or basically..
    UseItem(Pointer to values as arrary) ?? Now I'm just jumping at every thought so I'm going to stop...later.

    -Andrew
    Last edited by abuckau907; 06-17-2009 at 03:32 AM.

  9. #24
    lanman92's Avatar Active Member
    Reputation
    50
    Join Date
    Mar 2007
    Posts
    1,033
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I meant something along the lines of doing a simple endscene detour(like shynd posted) and have it read from a struct that you also injected into wow. Then you can just write to the struct from VB/C# and your detour will do whatever you want. It's not really that complex. This will take care of all threading issues. BTW, use "UseItemByName(NAMEHERE);" in lua to do this. So much easier.

  10. #25
    hamburger1's Avatar Member
    Reputation
    10
    Join Date
    Apr 2009
    Posts
    48
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    What is the Clienteconnection pointer to find objekts?

  11. #26
    Robske's Avatar Contributor
    Reputation
    305
    Join Date
    May 2007
    Posts
    1,062
    Thanks G/R
    3/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by hamburger1 View Post
    What is the Clienteconnection pointer to find objekts?
    French?

    (fllr)
    "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

  12. #27
    MaiN's Avatar Elite User
    Reputation
    335
    Join Date
    Sep 2006
    Posts
    1,047
    Thanks G/R
    0/10
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Lua_ProtectionCheck = 0x6E4610 if anyone was wondering
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  13. #28
    natt_'s Avatar Contributor
    Reputation
    145
    Join Date
    Dec 2007
    Posts
    391
    Thanks G/R
    13/0
    Trade Feedback
    3 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hmmm. Now i started with memory-reading a "bit" again. And im kinda confused... ?

    Code:
    #include 'NomadMemory.au3'
    SetPrivilege("SeDebugPrivilege", 1)
    
    $pid = WinGetProcess('World of Warcraft')
    $mo = _Memoryopen($pid)
    Sleep(100)
    
    $PlayerBase         = _MemoryRead(0x010BD5F4,$mo,'ptr')
    $playerBaseOffset1  = _MemoryRead($PlayerBase+0x34,$mo,'ptr')
    $playerBaseOffset2  = _MemoryRead($playerBaseOffset1+0x24,$mo,'ptr')
    
    $test = _MemoryRead($playerBaseOffset1+0x1F,$mo,'int')
    
    while 1
        TrayTip('asd',$test,5,1)
    Sleep(100)
    
    WEnd
    edit: 0x1F = offset for maxhealth. and im getting 0 ;/. i belive i did wrong?

  14. #29
    lanman92's Avatar Active Member
    Reputation
    50
    Join Date
    Mar 2007
    Posts
    1,033
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Use the descriptor fields at [obj+0x8]. Then the offset for HP is 0x17*4 away from that value.

  15. #30
    natt_'s Avatar Contributor
    Reputation
    145
    Join Date
    Dec 2007
    Posts
    391
    Thanks G/R
    13/0
    Trade Feedback
    3 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by lanman92 View Post
    Use the descriptor fields at [obj+0x8]. Then the offset for HP is 0x17*4 away from that value.
    like this ?

    $PlayerBase = _MemoryRead(0x010BD5F4,$mo,'ptr')
    $hp = _MemoryRead(0x17*4,+_MemoryRead($playerbase+0x8, $mo, "int"))

    still getting 0 ;/

Page 2 of 7 FirstFirst 123456 ... LastLast

Similar Threads

  1. [WoW][3.3.0] Info Dump Thread
    By Apoc in forum WoW Memory Editing
    Replies: 104
    Last Post: 02-02-2010, 01:26 AM
  2. [WoW][3.2.2] Info Dump Thread
    By Apoc in forum WoW Memory Editing
    Replies: 155
    Last Post: 12-04-2009, 12:40 AM
  3. [WoW][3.2.0] Info Dump Thread
    By Apoc in forum WoW Memory Editing
    Replies: 204
    Last Post: 09-22-2009, 05:14 AM
  4. [WoW][3.1.0] Info Dump Thread
    By Apoc in forum WoW Memory Editing
    Replies: 1
    Last Post: 05-03-2009, 01:29 PM
  5. [WoW][3.0.9] Info dump thread
    By Apoc in forum WoW Memory Editing
    Replies: 8
    Last Post: 03-19-2009, 03:18 PM
All times are GMT -5. The time now is 04:39 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search