They are, x = 0xE8 y = 0xEC z = 0xE0
read them as float or make a wowpos struct and read them all at once, yes it's possible with BlackMagic!
They are, x = 0xE8 y = 0xEC z = 0xE0
read them as float or make a wowpos struct and read them all at once, yes it's possible with BlackMagic!
i dont use blackmagicbut tnx in advance
Dumb question but I can't find on forums:
Problem: How to know if an object is attackable? I have a function like "GetClosestMob" which search the obj list and returns what it thinks is the closest object..but the only sorting i have is wowBasicObject.Type ==3 (unit/npc) which apparently isn't specific
enough because I keep targetting walking broomsticks :P I know there is a way to know if the monster is like... Dragon, Undead, etc...just don't know how to find it, any help would be awesome. The problem is I don't know the classes enough yet, so far I have like..
wowBasicObject (guid,baseaddr,type)
wowCreatureObject(player,monster,npc baseclass?)
wowMob
wowPlayer
but the only criteria I have for creating a new 'wowmob' object is if wowbasicobject.type == 3...which is just a unit, how to find more
about specific class?
Last edited by abuckau907; 07-17-2009 at 03:40 AM.
"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
I guess I should have mentioned I'm out of process and I'm trying my hardest to only do memory_ready...i thought there would be some offset that is the mobs 'class' (ie. dragon, etc) but maybe not? Well..if there is a wow function for it..i guess I have to open olly.?. thanks.
Take a look in the flags for units it's all there, if they are lootable skinable tapped by you if they are attackable etc.
could anyone tell me if those are correct ?
I am trying to read the GameObject Name like this
I know that having a fix length is bad but I used it for testing since I only tried to find the fishing bobber...Code:ObjectManager.WowReader.ReadASCIIString((ObjectManager.WowReader.ReadUInt(baseAddress + 0x1a4) + 0x88), 14);
I myself could not find those offsets like given by bouh but I guess that is beacuse I fail alot.
-Azrael
Take a look at the UnitName lua function or just call GetObjectName
so this should be UnitName, right ?
since I don't see objects in there I followed all references but I don't see where I should get those offsets... maybe (actually I am pretty sure) I am being stupid here...Code:.text:006A3650 ; =============== S U B R O U T I N E ======================================= .text:006A3650 .text:006A3650 ; Attributes: bp-based frame .text:006A3650 .text:006A3650 sub_6A3650 proc near ; DATA XREF: .data:00A3C834o .text:006A3650 .text:006A3650 var_14 = dword ptr -14h .text:006A3650 var_10 = dword ptr -10h .text:006A3650 var_C = dword ptr -0Ch .text:006A3650 var_8 = dword ptr -8 .text:006A3650 var_4 = dword ptr -4 .text:006A3650 arg_0 = dword ptr 8 .text:006A3650 .text:006A3650 push ebp .text:006A3651 mov ebp, esp .text:006A3653 sub esp, 14h .text:006A3656 push edi .text:006A3657 mov edi, [ebp+arg_0] .text:006A365A push 1 .text:006A365C push edi .text:006A365D call sub_91AC40 .text:006A3662 add esp, 8 .text:006A3665 test eax, eax .text:006A3667 jnz short loc_6A367E .text:006A3669 push offset aUsageUnitnameU ; "Usage: UnitName(\"unit\")" .text:006A366E push edi .text:006A366F call sub_919B30 .text:006A3674 add esp, 8 .text:006A3677 xor eax, eax .text:006A3679 pop edi .text:006A367A mov esp, ebp .text:006A367C pop ebp .text:006A367D retn
so that one takes me here
so far I do not see anything usefull beside the jump and the calls.Code:.text:006A367E loc_6A367E: ; CODE XREF: sub_6A3650+17j .text:006A367E push ebx .text:006A367F push esi .text:006A3680 xor ebx, ebx .text:006A3682 push ebx .text:006A3683 push 1 .text:006A3685 push edi .text:006A3686 call sub_91ADC0 .text:006A368B add esp, 0Ch .text:006A368E push 7FFFFFFFh ; size_t .text:006A3693 mov esi, eax .text:006A3695 push offset aPlayer ; "player" .text:006A369A push esi ; char * .text:006A369B call sub_53A670 .text:006A36A0 test eax, eax .text:006A36A2 jnz short loc_6A36C3 .text:006A36A4 call sub_5F9760 .text:006A36A9 push eax .text:006A36AA push edi .text:006A36AB call sub_91B030 .text:006A36B0 push edi .text:006A36B1 call sub_91AF60 .text:006A36B6 add esp, 0Ch .text:006A36B9 pop esi .text:006A36BA lea eax, [ebx+2] .text:006A36BD pop ebx .text:006A36BE pop edi .text:006A36BF mov esp, ebp .text:006A36C1 pop ebp .text:006A36C2 retn
I will explore a little further and see where the jump takes me ...
I mean there are alot of mov and jumps but I really don't see those offsets in there ...Code:.text:006A36C3 ; --------------------------------------------------------------------------- .text:006A36C3 .text:006A36C3 loc_6A36C3: ; CODE XREF: sub_6A3650+52j .text:006A36C3 push ebx ; char .text:006A36C4 lea eax, [ebp+var_14] .text:006A36C7 push eax ; int .text:006A36C8 push esi ; char * .text:006A36C9 mov [ebp+var_4], ebx .text:006A36CC mov [ebp+var_14], ebx .text:006A36CF mov [ebp+var_10], ebx .text:006A36D2 call sub_69FC40 .text:006A36D7 mov eax, [ebp+var_14] .text:006A36DA mov ecx, [ebp+var_10] .text:006A36DD mov edx, eax .text:006A36DF add esp, 0Ch .text:006A36E2 or edx, ecx .text:006A36E4 mov [ebp+var_C], eax .text:006A36E7 mov [ebp+var_8], ecx .text:006A36EA jz loc_6A3837 .text:006A36F0 cmp eax, 0FFFFFFFEh .text:006A36F3 jnz short loc_6A36FE .text:006A36F5 cmp ecx, 0FFFFFFFFh .text:006A36F8 jz loc_6A3837 .text:006A36FE .text:006A36FE loc_6A36FE: ; CODE XREF: sub_6A3650+A3j .text:006A36FE push 7A2h .text:006A3703 push offset a_Scriptevents_ ; ".\\ScriptEvents.cpp" .text:006A3708 push 1 .text:006A370A push ecx .text:006A370B push eax .text:006A370C call sub_7BE110 .text:006A3711 mov ecx, eax .text:006A3713 add esp, 14h .text:006A3716 cmp ecx, ebx .text:006A3718 jz loc_6A37C6 .text:006A371E mov esi, [ecx+8] .text:006A3721 mov eax, [esi+8] .text:006A3724 mov edx, eax .text:006A3726 shr edx, 3 .text:006A3729 test dl, 1 .text:006A372C jz short loc_6A373E .text:006A372E push 1 .text:006A3730 lea eax, [ebp+var_4] .text:006A3733 push eax .text:006A3734 call sub_5AE6D0 .text:006A3739 jmp loc_6A3803
I will just check further but I doubt that I will get those
Edit: Thanks for the help guys but I think I have to do this some other time. Either I am just not thinking straigth or this is way over my head. anyways I will continue sometime later when I fell up to it...
Last edited by Azzie2k8; 07-17-2009 at 05:17 PM.
You have to try to understand it.
Try to get knowledge what the function is doing.
I am also pretty new to reversing but I put a lot of afford into something if I try to get information out of it.
Maybe try to translate it to Pseudo-Code.
/me coughs
sub_5AD9B0 (takes a WoWObject* as 'this' and the 2nd arg)
Does a 'dynamic' check to see if you actually CAN attack said object. Not just the 'attackable' flag. (As that's set for pretty much every Player since you can PvP)
Anyone else having problems iterating through the OM? It's just not working for me and I'm clueless why not. Everyone said offsets are same...
It's printing one object to the console and saying it's done. Any help?Code:GameObject* CurObj = (GameObject*)(*(uint*)s_curMgr + 0xAC); <snip /> while(...) { NextObj = (GameObject*)(*(uint*)CurObj + 0x3C); if (NextObj == CurObj) { MainClass.Print(Encoding.ASCII.GetBytes("Done parsing."), 0); break; } else CurObj = NextObj; }
EDIT: Even after switching to readprocessmemory instead of pointers, it's reading 0 for the 2nd/3rd object...
EDIT2: Well. Apparently C# is very SHITTY with pointers. Going back to uints now.
Last edited by lanman92; 07-19-2009 at 01:47 PM.