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  1. #106
    lanman92's Avatar Active Member
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    Sigh. If you don't know what he's talking about, you're just C&Ping.

    [WoW][3.2.0] Info Dump Thread
  2. #107
    Nesox's Avatar ★ Elder ★
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    AsmUpdateCurMgr();

    You really must love copy pasta, dont eat ureself to death, *protip*

  3. #108
    Viano's Avatar Active Member
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    Originally Posted by garkeinplan View Post
    change TLS from 0x10 to 8
    Forget my post from above. Thank you, it rocks now.
    Viano

  4. #109
    Mr.Zunz's Avatar Contributor
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    Can someone contribute the PlayerSpeed offset? I've searched for that one for ages...


  5. #110
    Cromon's Avatar Legendary


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    speedoffsets (all are floats):
    walkspeed: objectbase + 0x818
    runspeed: objectbase + 0x81C
    backrunspeed: objectbase + 0x820
    swimspeed: objectbase + 0x824
    backswimspeed: objectbase + 0x828
    flyspeed: objectbase + 0x82C
    backflyspeed: objectbase + 0x830
    turnrate (radians per second): objectbase + 0x834

    working for units and players and the static playerbase.

    Does anyone know where the type (beast, humanoid, drachkin, etc), family (wolf, spider, ...) and/or rank (elite, rare, ...) is stored? Looked for them in the memory since houres finding some static offsets to the belonging objectbase, but cant find anything...
    Last edited by Cromon; 08-16-2009 at 06:29 AM.

  6. #111
    Mr.Zunz's Avatar Contributor
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    Thanks Cromon, +Rep


  7. #112
    SKU's Avatar Contributor
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    Originally Posted by cromon View Post
    [..]

    Does anyone know where the type (beast, humanoid, drachkin, etc), family (wolf, spider, ...) and/or rank (elite, rare, ...) is stored? Looked for them in the memory since houres finding some static offsets to the belonging objectbase, but cant find anything...
    Maybe have a look at lua functions like UnitCreatureType? ( 0x596030 Lua_UnitCreatureType from Apoc/jjaa's lua dump)

    The more interesting subcall is

    Code:
    00596070       8BC8              MOV ECX,EAX
    00596072       E8 89121000       CALL WoW.00697300
    which returns the type id, then the lua function looks up the actual name ( "Beast", "Humanoid", .. ) in a DBC.

    Edit: For the other stuff:

    UnitClassification("unit") - Returns the classification of the specified unit (e.g., "elite" or "worldboss").
    UnitCreatureFamily("unit") - Returns the type of creature of the specified unit (e.g., "Crab").
    UnitCreatureType("unit") - Returns the classification type of creature of the specified unit (e.g., "Beast").

    Edit2: Meh, I'm bored.

    (for units)
    UnitCreatureFamily = [[pUnit + 0x968] + 0x14]
    UnitCreatureType = [[pUnit + 0x968] + 0x10]
    Last edited by SKU; 08-16-2009 at 08:10 AM.

  8. #113
    Cromon's Avatar Legendary


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    Found that there for UnitCreatureType:
    .text:00697342 mov eax, [ecx+968h]
    .text:00697348 test eax, eax
    .text:0069734A jz short loc_697350
    .text:0069734C mov eax, [eax+10h]

    So it may be [Unitbase + 0x968] + 0x10] for the type?

    /edit:
    Ok, you were faster, at least i found the right thing too

  9. #114
    amadmonk's Avatar Active Member
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    Hi, I fail at search.

    What do you guys call the "OnEvent" function that lets you intercept all frame events? In Lua it's... OnEvent, but I dunno what the native function is.

    There's only one consumer of the string "OnEvent" that I've seen (at 0x007CBF00).

    I just don't know what you guys call this offset or I would have found it already...
    Don't believe everything you think.

  10. #115
    Apoc's Avatar Angry Penguin
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    Originally Posted by amadmonk View Post
    Hi, I fail at search.

    What do you guys call the "OnEvent" function that lets you intercept all frame events? In Lua it's... OnEvent, but I dunno what the native function is.

    There's only one consumer of the string "OnEvent" that I've seen (at 0x007CBF00).

    I just don't know what you guys call this offset or I would have found it already...
    WoW uses FrameScript_SignalEvent internally.

    FrameScript_SignalEvent 0x007D02E0
    FrameScript_SignalCombatLogEvent 0x006C6920

  11. #116
    amadmonk's Avatar Active Member
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    Thanks, Apoc, that sounds like exactly what I need. I'll detour them and see what I get.
    Don't believe everything you think.

  12. #117
    ramey's Avatar Member
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    Originally Posted by amadmonk View Post
    Thanks, Apoc, that sounds like exactly what I need. I'll detour them and see what I get.
    Check out WoWX, it does it in there as BroadcastEvents

  13. #118
    Viano's Avatar Active Member
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    Did something change in SelectUnit? My Fasm is throwing exceptions.
    My offset is 0x004C44E0 for 3.2.

    Code:
                    var hi = (uint)((guid >> 32) & 0xFFFFFFFF);
                    var lo = (uint)(guid & 0xFFFFFFFF);
    
                    magic.Asm.AddLine("push {0}", hi);
                    magic.Asm.AddLine("push {0}", lo);
                    magic.Asm.AddLine("call {0}", Constants.Functions.SelectUnit);
    Also anyone UnitFields and other structs? The ones from http://www.mmowned.com/forums/wow-me...s-structs.html seem to be horribly wrong.
    Last edited by Viano; 08-17-2009 at 12:46 PM.
    Viano

  14. #119
    ramey's Avatar Member
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    Originally Posted by Viano View Post
    Did something change in SelectUnit? My Fasm is throwing exceptions.
    My offset is 0x004C44E0 for 3.2.

    Code:
                    var hi = (uint)((guid >> 32) & 0xFFFFFFFF);
                    var lo = (uint)(guid & 0xFFFFFFFF);
    
                    magic.Asm.AddLine("push {0}", hi);
                    magic.Asm.AddLine("push {0}", lo);
                    magic.Asm.AddLine("call {0}", Constants.Functions.SelectUnit);
    Also anyone UnitFields and other structs? The ones from http://www.mmowned.com/forums/wow-me...s-structs.html seem to be horribly wrong.
    From a brief look, they seem wrong because they dont take into account that certain descriptors start after other descriptors, which was a change a good few patches ago. But then again, it depends on how you read them in the end, just my twocents

    And also, it seems like it didn't change anywhere. Fire up IDA and simply cross reference to see how the function is called, and from a 5 second look it doesn't seem different.

    Code:
    .text:004C4B79 8B 4C 06 04                       mov     ecx, [esi+eax+4]
    .text:004C4B7D 8B 14 06                          mov     edx, [esi+eax]
    .text:004C4B80 51                                push    ecx
    .text:004C4B81 52                                push    edx
    .text:004C4B82 E8 59 F9 FF FF                    call    SelectUnit
    Last edited by ramey; 08-17-2009 at 01:08 PM.

  15. #120
    garkeinplan's Avatar Member
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    Combopoint Offset: 0x1127811

    Is it possible to reverse the Lua Function "IsAutoRepeatAction" to get a value for each slot like ActionBar Offset??

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