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  1. #91
    Kryso's Avatar Active Member
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    So I've been trying to find out where is combat flag stored (because I'm really scared of warden, so no inprocess tricks) by reversing UnitAffectingCombat and found this:

    0x006A1180 - GetObjectByKeyword - This is just combination of here already listed GetGUIDByKeyword and GetObjectByGUID

    And the flag:
    Code:
    uint result = reader.ReadUInt32( ( IntPtr )( unitBase + 0xd0 ) );
    result = reader.ReadUInt32( ( IntPtr )( result + 0xd0 ) );
    return ( result | 0x80000 ) == result;
    dunno what other flags stored here means tho, gonna find out later

    3.1.3 info dump
  2. #92
    Apoc's Avatar Angry Penguin
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    Originally Posted by Kryso View Post
    So I've been trying to find out where is combat flag stored (because I'm really scared of warden, so no inprocess tricks) by reversing UnitAffectingCombat and found this:

    0x006A1180 - GetObjectByKeyword - This is just combination of here already listed GetGUIDByKeyword and GetObjectByGUID

    And the flag:
    Code:
    uint result = reader.ReadUInt32( ( IntPtr )( unitBase + 0xd0 ) );
    result = reader.ReadUInt32( ( IntPtr )( result + 0xd0 ) );
    return ( result | 0x80000 ) == result;
    dunno what other flags stored here means tho, gonna find out later
    UNIT_FIELD_FLAGS

    Try that descriptor.

  3. #93
    Kryso's Avatar Active Member
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    Oh, sorry for duplicitate post then. Anyway I played a little bit with UnitName function and found this:

    Player (myself): 0x1139fb8
    Unit (non-player): [[baseAddress + 0x968] + 0x54]

    No idea how about other players tho.. prolly gonna start playing with memory writes a little bit because your right, this is really gay

  4. #94
    WannaBeProgrammer's Avatar Member
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    Hey guys ..

    Im making a bot . The movement navigation is based on CTM(click-to-move).
    But i got some trubble with the XYZ navigation cord it seams like CTM xyz ´s isent the same as Playerbase + xyz..
    Im using these offset

    {Playerbase}
    X=0x798
    Y=0x79C
    Z=0x7A0

  5. #95
    Azzie2k8's Avatar Member
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    Originally Posted by WannaBeProgrammer View Post
    Hey guys ..

    Im making a bot . The movement navigation is based on CTM(click-to-move).
    But i got some trubble with the XYZ navigation cord it seams like CTM xyz ´s isent the same as Playerbase + xyz..
    Im using these offset

    {Playerbase}
    X=0x798
    Y=0x79C
    Z=0x7A0
    I dont know if those offsets are correct and I am to lazy to look them up just now but those values are definetley the same.

    What are you getting if you use ctm ?

    btw if you use them as you posted with the playerbase it will only click right under your toon.

    how are you calling ctm ? did you try printing the playerposition to see if those values look okay ?

  6. #96
    Apoc's Avatar Angry Penguin
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    The actual CTM struct has two different sets of points in it. The destination point (which changes as WoW figures out where exactly you're going to land. It stops changing once you get to where you clicked [or within a distance of it]), and the actual click point. Which stays 'static' through your click.

  7. #97
    flo8464's Avatar Active Member
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    All 3.1.3 lua function addresses, sorry if they have been posted before, too lazy to read those 6 pages

    Clientfunctions: client dump - nopaste.com (beta)
    Gamefunctions: game dump - nopaste.com (beta)

    Edit: As many of you use IDA...is there a possibilty to use an .idc script to name functions? If yes, how to do it? Only found crap...
    Last edited by flo8464; 08-01-2009 at 02:57 PM.

  8. #98
    lanman92's Avatar Active Member
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    I'd imagine that you find the pattern for RegisterFunction and check the XRefs and find the arrays that they access to register functions. Much easier to just hook RegisterFunction at runtime though.

  9. #99
    flo8464's Avatar Active Member
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    Originally Posted by lanman92 View Post
    I'd imagine that you find the pattern for RegisterFunction and check the XRefs and find the arrays that they access to register functions. Much easier to just hook RegisterFunction at runtime though.
    Thats what I did.

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