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  1. #1
    hamburger12's Avatar Contributor CoreCoins Purchaser
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    Castspellbyid Injektion

    Hello i search an way to castspellbyid ... whitch ways are possible and what is wrong with my code =( this is the code:

    Code:
    #include <windows.h>
    
    void __stdcall DllMain(_In_ unsigned int SpellId)
    {
    	DWORD CastSpellById = 0x007E59C0;
    	__asm
    	{
    		push 0
    		push 0
    		push 0
    		push 45284
    		call CastSpellById
    		add esp, 0x10
    		retn
    	}
    }
    Its C++ Dll code.. If i do something wrong correct me pleas! thank you.

    Castspellbyid Injektion
  2. #2
    Kryso's Avatar Active Member
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    I don't code in cpp, but I'm pretty sure that you are doing it wrong..

    DllMain Callback Function (Windows)

  3. #3
    SKU's Avatar Contributor
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    oh boy....

  4. #4
    lanman92's Avatar Active Member
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    Did that actually compile? :O

  5. #5
    amadmonk's Avatar Active Member
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    Alright, I may be tired, but to me that code should work.

    The only major problem is that You Must Never Do Complicated Stuff in DllMain.

    Couple it with the TLS stuff and a beginthread call, and it just might work.

    Edit: oops, don't retn from the inline assembly snippet. It's implied by the function ending scope, and may well screw up your stack.
    Don't believe everything you think.

  6. #6
    adaephon's Avatar Active Member
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    Injektion: I iz in ur aplhabetz, corrupting ur stakz

  7. #7
    kynox's Avatar Member
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    1) Learn C++
    2) Learn Assembly

    What you've pasted is a smorgasbord of crap.

  8. #8
    flo8464's Avatar Active Member
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    Well, the ASM-Code is correct.
    Guess he copied it somewhere, he is even cleaning up the stack.
    Hey, it compiles! Ship it!

  9. #9
    Flowerew's Avatar Master Sergeant
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    But since you don't really need asm-code for that it's even more retarded.

  10. #10
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by flo8464 View Post
    Well, the ASM-Code is correct.
    Guess he copied it somewhere, he is even cleaning up the stack.
    The fact he's even using ASM for this to begin with is retarded.

  11. #11
    amadmonk's Avatar Active Member
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    Originally Posted by Cypher View Post
    The fact he's even using ASM for this to begin with is retarded.
    Hey I never said it was good code, or a good idea. Just that it should, in theory, work.
    Don't believe everything you think.

  12. #12
    adaephon's Avatar Active Member
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    Originally Posted by amadmonk View Post
    Hey I never said it was good code, or a good idea. Just that it should, in theory, work.
    ... Sounds like an argument for communism ;-)

  13. #13
    hamburger12's Avatar Contributor CoreCoins Purchaser
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    Mh is there an way to cast spells via Memorywriting?

  14. #14
    Ryns's Avatar Member
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    hamburger12,

    CastSpellById is a function call, you cannot do anything useful to it through memory-writing. You are vaguely on the right track though, an injected DLL is the best way to do this, but you are right at the beginning.

    I suggest you search around the forums about EndScene hooking, this will enable to call game engine functions from Wow's main thread, if you ever want to use CastSpellById or CTM you will need to learn this ... to start with your DLLMain should look something like this:

    Code:
    #include <windows.h>
    #include <stdio.h>
    
    
    HRESULT __stdcall MyEndSceneHook(IDirect3DDevice9* pDevice)
    {
       // Call game engine functions, CTM etc. with relative safety
    
       // Lastly we call the original EndScene function
       return originalEndScene(pDevice);
    }
    
    
    BOOL APIENTRY DllMain( HMODULE hModule, DWORD  ul_reason_for_call, LPVOID lpReserved )
    {
       switch (ul_reason_for_call)
       {
          case DLL_PROCESS_ATTACH:
             {
                MessageBoxA(NULL,"Hello there, I have just been injected into this process!","Test",MB_OK);
                
                // Hook the DirectX EndScene here replacing it with MyEndSceneHook
                
                break;
             }
          case DLL_PROCESS_DETACH:
             {
                MessageBoxA(NULL,"Sorry, gtg now, byyyeee!","Test",MB_OK);
    
                // Unhook the DirectX EndScene here
    
                break;
             }
          case DLL_THREAD_ATTACH:
          case DLL_THREAD_DETACH:
             break;
       }
       return TRUE;
    }
    When you get to the point that you have hooked the EndScene correctly, you'll be able to call any of the game engine functions without the need for any ASM.
    Last edited by Ryns; 01-29-2010 at 07:42 AM.

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