[Wow][3.2.2] Getting the ammount of threat for a unit menu

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  1. #16
    Bananenbrot's Avatar Contributor
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    If you called the function correctly, it would return false anyways. What do you expect if you pass 4 NULL pointers where you are supposed to pass the pointers to your return values?

    Code:
    OM.wow.Asm.AddLine("mov esp, {0}", playerGUIDLocation);
    Code:
    OM.wow.Asm.AddLine("push ecx");
    :wave:
    Last edited by Bananenbrot; 06-23-2010 at 04:59 AM.

    [Wow][3.2.2] Getting the ammount of threat for a unit
  2. #17
    FenixTX2's Avatar Active Member
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    Thanks for the reply Bananenbrot.

    Pushing four 0's is just to test the function.
    I did try pushing memory locations for the function to write to but wow still crashed.

    I'm not sure what the code you quoted is meant to show?
    Am I pushing esp and ecx in the wrong order?
    Or do I need to push esp straight after doing "mov esp, {0}", playerGUIDLocation" and the same for ecx?

  3. #18
    Bananenbrot's Avatar Contributor
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    Do you actually now what esp stand for?^^
    You definitely corrupt your stack pointer with the playerGUIDLocation address...
    From those dozens of registers out there, what drives you to use the stack pointer register?

    Considering that your stack pointer is now playerGUIDLocation, what do you expect to happen if you push a value onto the stack?

    My second quote is regarding __thiscall, which was already mentioned before. It's all right to have the actual this pointer in ecx, but there is no need in additionally pushing it onto the stack oO
    The only thing you would achieve by this (if you had not corrupted your stack pointer) is that all arguments you like to pass are wrong.

  4. #19
    FenixTX2's Avatar Active Member
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    Thanks again for the reply bananen,

    In honesty, no. I don't (or at least didn't until google showed me the light) know what esp actually stands for.

    What I am doing is trying to replicate the values being passed to the function when wow calls it. (Break and trace showed that at the beginning of the function &playerGUID was sitting in esp and unitBase was set in ecx).

    Originally Posted by Bananenbrot View Post
    It's all right to have the actual this pointer in ecx, but there is no need in additionally pushing it onto the stack oO
    The only thing you would achieve by this (if you had not corrupted your stack pointer) is that all arguments you like to pass are wrong.
    ^ Thanks for clearing that up, things makes a great deal more sense now.

    I'll do some more break and trace's this evening and see if I can't sort it out.

    Thanks
    Last edited by FenixTX2; 06-24-2010 at 03:50 AM.

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