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  1. #31
    halloman's Avatar Banned
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    Originally Posted by arthanos2 View Post
    For everybody always asking for Playerbase, here you go, in autoit for you.

    Func getplayerbase()

    $gclientconnection = _MemoryRead(0x12705B0, $HPROCESS, "dword")
    $scurmgr = _MemoryRead($gclientconnection + 0x2d94, $HPROCESS, "dword")
    $curobj = _MemoryRead($scurmgr + 0xac, $HPROCESS, "int")
    $nextobj = $curobj
    Dim $GUID
    Dim $pbase

    While ($curobj <> 0 And BitAND($curobj, 1) = 0)

    $nextobj = _MemoryRead($curobj + 0x3c, $HPROCESS, "int")
    $GUID = _MemoryRead(($curobj + 0x30), $HPROCESS, "uint64")
    $playerguid = _MemoryRead($scurmgr + 0xC0, $HPROCESS, "uint64")

    If $GUID == $playerguid Then
    $pbase = $curobj
    EndIf

    If $nextobj = $curobj Then
    ExitLoop
    Else
    $curobj = $nextobj
    EndIf

    WEnd
    Return $pbase
    EndFunc ;==>getplayerbase

    to get pbase:

    $lololplayerbase = getplayerbase()

    Don't be to lazy to rep me, enjoy.
    thx try it later that day when im back home

    [WoW][3.2.2] Info Dump Thread
  2. #32
    Nesox's Avatar ★ Elder ★
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    Static LocalPlayer pointer = [[[0x12D4EA8] + 0x34] + 0x24]

    Here's the correct offsets for dumping buffs ..

    enum UnitBaseGetUnitAura
    {
    AURA_COUNT_1 = 0x0DD8, //CGUnit_C__GetUnitAura(int index) 3.2.a 0x0DC8
    AURA_COUNT_2 = 0x0F4C, //CGUnit_C__GetAura(int index) 3.2.a 0xF3C
    AURA_TABLE_1 = 0xC58, //CGUnit_C__GetUnitAura(int index) 3.2.a 0xC48
    AURA_TABLE_2 = 0xC60, //CGUnit_C__GetUnitAura(int index) 3.2.a 0xC50
    AURA_SIZE = 0x18, //Size of the Aura Struct, 6 * 4 bytes
    AURA_SPELL_ID = 0x8 //Offset in the struct for the Id, "Second Integer"
    } ;
    Last edited by Nesox; 09-24-2009 at 03:06 AM.

  3. #33
    Ohsnap's Avatar Member
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    asdas

    Thanks for the information. Highly appreciated.

  4. #34
    Nuegenx's Avatar Member
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    I am currently working on a idc file for my patchday that will work for WoW i am off by 10 on the total but it would allow all opcodes to be updated from the exe with in a couple minutes it posted on my site for the developers. on www.wowbot.mmoplugins.com this is a Bot creation site and developers are welcome to come and help work up the basis.

  5. #35
    ReversingForFun's Avatar Member
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    Originally Posted by Nesox View Post

    Here's the correct offsets for dumping buffs ..

    enum UnitBaseGetUnitAura
    {
    AURA_COUNT_1 = 0x0DD8, //CGUnit_C__GetUnitAura(int index) 3.2.a 0x0DC8
    AURA_COUNT_2 = 0x0F4C, //CGUnit_C__GetAura(int index) 3.2.a 0xF3C
    AURA_TABLE_1 = 0xC58, //CGUnit_C__GetUnitAura(int index) 3.2.a 0xC48
    AURA_TABLE_2 = 0xC60, //CGUnit_C__GetUnitAura(int index) 3.2.a 0xC50
    AURA_SIZE = 0x18, //Size of the Aura Struct, 6 * 4 bytes
    AURA_SPELL_ID = 0x8 //Offset in the struct for the Id, "Second Integer"
    } ;
    Thank you very much.
    I was wondering if you would mind copying the memory address of the CGUnit_C__GetAura function? i am still unable to find it and it really starts to drive my nuts.
    Thank you very much in advance.

  6. #36
    naa's Avatar Contributor
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    .text:0055D370 CGUnit_C__GetAura proc near

  7. #37
    guizmows's Avatar Banned
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    little contrib :

    Code:
    cache player name ptr : 0x12542D8 //Tested
    cache pet name : 0x12544F8 
    cache item text : 0x1254608

  8. #38
    Tanaris4's Avatar Contributor Authenticator enabled
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    Originally Posted by Apoc View Post
    Code:
        public enum VFTableIndex
        {
            GetBagPtr = 10,
            GetPosition = 10,
            GetFacing = 12,
            GetScale = 14,
            Interact = 41,
            GetName = 51,
    
            // PLAYER ONLY
            GetAFKText = 63,
            GetDNDText = 64,
            GetGMText = 65,
        }
    Noob question mb, virtual func table? What are these used for? (the stubs created for injection?)

  9. #39
    Robske's Avatar Contributor
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    Originally Posted by Tanaris4 View Post
    Noob question mb, virtual func table? What are these used for? (the stubs created for injection?)
    http://en.wikipedia.org/wiki/Virtual_method_table

    :/
    "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

  10. #40
    Tanaris4's Avatar Contributor Authenticator enabled
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    Code:
    0x0113F2B0,//Battle Ground Status
    Can you state more about the values of this?

  11. #41
    MaiN's Avatar Elite User
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    Originally Posted by Tanaris4 View Post
    Can you state more about the values of this?
    Try this:
    API GetBattlefieldStatus - WoWWiki - Your guide to the World of Warcraft
    They're probably indexed like shown there.

    EDIT:
    Code:
      switch ( dword_113F2B0[14 * v4] )
      {
        case 0:
          v6 = "none";
          break;
        case 1:
          v6 = "queued";
          break;
        case 2:
          v6 = "confirm";
          break;
        case 3:
          v6 = "active";
          break;
        default:
          v6 = "error";
          break;
      }
    v4 is the battleground index (starting at 0).
    Last edited by MaiN; 09-24-2009 at 04:15 PM.
    [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

  12. #42
    mnbvc's Avatar Banned
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    i could use a static for local player rage and player targets hp. is there any? or do i need to use the objectmanager?

  13. #43
    aGor2k's Avatar Member
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    Thanks a lot!

    Btw, does someone have the offset for the object type? Like if it's a player, npc, creature etc

  14. #44
    lanman92's Avatar Active Member
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    Should still be at 0x14. Those kind of offsets don't change much usually.

  15. #45
    wraithZX's Avatar Active Member
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    <rant>

    I know this probably isn't the place to be complaining, but seriously, why are people continually asking for offsets, patch after patch?

    There seems to be a natural cycle in this forum - a few people that consistently contribute to this forum, patch after patch, as well as a bunch of newer people who wander in each patch, ask stuff for a few patch drops, decide it's all too hard and head out.

    Do half you people even attempt to understand the reasons why these things do or don't change?

    The forum rules state that a certain level of knowledge is required to be able to participate in the discussions here - surely by extrapolation and a little research you'd be able to find out where/how/why offsets change? Sections 4 and 6 of the forum rules come to mind. Hell, section 2 explicitly prohibits asking for offsets.

    It took me a grand total of 15 minutes after patching to find and post the ~15 offsets I needed, as well as generate and post my (non-)updated descriptors. I don't proclaim to know much about reverse engineering, far from it. But I've bought the required tools and done the legwork to understand the amount of knowledge needed to get what I need without external intervention. Everyone's aim as far as RE'ing WoW should be the same. Become self-sufficient, and you'll end up contributing more than you think. Not to mention that doing the research has actually helped dissecting crashdumps in my desk job. (Thankyou GD/MMOwned! )

    Don't get me wrong, I'm all for sharing offsets - what I'd like to see in the forum is more questions about how to find them yourself, not just what the actual values are. Those sorts of questions do a lot more for the community as a whole, in the sense that they end up spreading knowledge, compared to threads continually asking for stuff that changes patch after patch.

    I don't know, talking out my arse here, but maybe we can change something so we filter the stupid stuff and end up having more visible discussions of the juicier stuff. Maybe a change of structure or something can be sorted out so that the newer people find stuff easier, thus asking a lower number of stupid questions?

    </rant>

    With any luck, this post falls outside section 7 Hmmm, reminds me of Ghost in the Shell. Might watch that tonight.

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