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  1. #61
    mnbvc's Avatar Banned
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    could not find this here, too...

    local zone text (pointer): 0x00B6855

    zonetext = wow.ReadASCIIString(wow.ReadUInt(0x00B6855), 16);

    [WoW][3.3.0] Info Dump Thread
  2. #62
    bballer12's Avatar Member
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    could somebody please post these offsets:
    localGuidOffset,
    firstObjectOffset,
    nextObjectOffset,
    I need them for my objectmanager.
    thank you

    update: okay since they got not updated i will post mine for other users( havent found them myself )
    staticClientConnection = 0x00C923C0,
    objectManagerOffset = 0x2E04,
    localGuidOffset = 0xC0,
    firstObjectOffset = 0xAC,
    nextObjectOffset = 0x3C,
    Last edited by bballer12; 12-20-2009 at 09:38 AM.

  3. #63
    Flowerew's Avatar Master Sergeant
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    They havent changed in decades! http://www.mmowned.com/forums/search.php

  4. #64
    drogii's Avatar Member
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    pls send me the offsets:

    ObjManagerPlayerGUID = ?
    ObjDescriptorOffset = ?

    this offsets ok?:

    ObjManagerPlayerGUID = 0xC0
    ObjDescriptorOffset = 0x8
    Last edited by drogii; 12-23-2009 at 07:23 AM.

  5. #65
    bballer12's Avatar Member
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    I wrote the ObjManagerPlayerGUID offset in previous post and the descriptor offset is also given on first/second page so i don't know what your problem is.

  6. #66
    Nesox's Avatar ★ Elder ★
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    Originally Posted by drogii View Post
    pls send me the offsets:

    ObjManagerPlayerGUID = ?
    ObjDescriptorOffset = ?

    this offsets ok?:

    Originally Posted by Apoc View Post

    1. Posting;
      1. Search before posting. (This includes searching Google)
      2. If you post before searching, your thread will be closed/deleted, and you will receive infractions.
      3. Posting code without proper credit to original authors is prohibited. If you break this rule, your post/thread will be deleted, and you'll receive infractions. (If you cannot remember exactly who's code you used, you must make a note of it.) This applies to code on MMOwned only.
      4. If someone posts code/information/etc do not complain you do not know how to use it. If you don't have the appropriate level of knowledge go learn what you need to fill the gap.

    2. Requests;
      1. You may request information. Requesting code or compiled software is not allowed (Exception - Posting it by choice is acceptable).
      2. Requests may only be made if you have followed rule 1.1, and 1.2.
      3. DO NOT REQUEST UPDATED OFFSETS!

    3. Questions;
      1. Questions must be specific. Blanket questions like "How do I make a bot?" are not allowed.
      2. Questions must be answerable. Subjective topics such as "What is the best programming language?" must be marked as such.
      3. General reverse engineering discussion and questions are allowed but must be marked as such. If your question is not WoW specific it must be tagged as [General].
      4. General programming questions belong in the appropriate programming section or another forum entirely. Programming questions are allowed but only if they are relevant to reverse engineering or game hacking.
      5. No stupid questions. The stupidity of your question is to be determined by a jury of your peers.
      6. Asking for help fixing compiler errors is prohibited. (Obvious exceptions can be made if no documentation anywhere exists.)
      7. Posting the same question in multiple threads will have all offending posts deleted, and infractions given for each post.

    4. Spoonfeeding;
      1. This section is not a copy/paste haven. Do not expect hand outs.
      2. If you complain due to lack of hand outs, your thread will be closed/deleted, and you will receive infractions.

    5. General;
      1. Discussions are assumed to be Win32 oriented by default. Discussion of any other platform or architecture must be tagged appropriately.
      2. Not really a rule but a recommendation; If possible, please tag your posts with the WoW version the information is designed for. (I.E; [3.0.9])

    6. Expectations (Not requirements, but highly suggested);
      1. Intermediate to expert knowledge of the language you choose to code in. (Common languages in this section are C++ and C#)
      2. You are expected to understand basic C++ datatypes, and other ideologies that come with C++, and native Win32 programming. (Pointers, the stack, etc)
      3. You should understand how to use common reverse engineering tools, such as IDA, OllyDbg, etc.
      4. If given addresses, or an ASM dump, you are expected to understand how to use that information. (Minor questions are allowed.)

    7. Flaming;
      1. Out of hand flaming is not allowed, by any means. (Site-wide rules still apply here.) This means; jokes and 'poking fun' of people is allowed. Deliberately flaming them however, is not.
      2. No facepalm/GTFO/shipment of fail pictures.



    I suggest you read those

  7. #67
    mordok's Avatar Member
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    Just reversed the new static for finding player names.

    0xC76018 //3.2.2 0x12542D8

    here you go ^^
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

  8. #68
    Kryso's Avatar Active Member
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    int playerSpellcount = 0x00B6C8A8
    int[] playerSpellbook = 0x0B6A898
    int[] petSpellbook = 0x00B6B8A8

  9. #69
    orby_tale's Avatar Member
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    model name for objects [[objBaseAddr + 0xB4] + 0x2C] + 0x3C

    tested on units/game objects

    however it doesn't work for some game objects subtypes, i.e. transport (0xb)

  10. #70
    wormuz's Avatar Member
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    Unit Name = [[Obj+0x964]+0x5C]
    I used search but didn't find nothing about the name of this offset - 0x964

    Is it OBJECT_FIELD_TYPE ?

    Next question - i want to find my current object faction, my address shall look like (CurrentObject.BaseAddress + OBJECT_FIELD_TYPE) + UNIT_FIELD_FACTIONTEMPLATE ?
    Did I understood this correctly ?
    Last edited by wormuz; 12-26-2009 at 07:19 PM.

  11. #71
    !@^^@!'s Avatar Active Member
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    Originally Posted by Apoc View Post
    Descriptors [Struct & Enum]

    Structs kudos to wraithZX
    Code:
    struct sItemFields
    {
        /* offsets:[d:0x0006]:[b:0x0018] */    WGUID ITEM_FIELD_OWNER;   
        /* offsets:[d:0x0008]:[b:0x0020] */    WGUID ITEM_FIELD_CONTAINED;   
        /* offsets:[d:0x000A]:[b:0x0028] */    WGUID ITEM_FIELD_CREATOR;   
        /* offsets:[d:0x000C]:[b:0x0030] */    WGUID ITEM_FIELD_GIFTCREATOR;   
        /* offsets:[d:0x000E]:[b:0x0038] */    unsigned long ITEM_FIELD_STACK_COUNT;   
        /* offsets:[d:0x000F]:[b:0x003C] */    unsigned long ITEM_FIELD_DURATION;   
        /* offsets:[d:0x0010]:[b:0x0040] */    unsigned long ITEM_FIELD_SPELL_CHARGES[5];   
        /* offsets:[d:0x0015]:[b:0x0054] */    unsigned long ITEM_FIELD_FLAGS;   
        /* offsets:[d:0x0016]:[b:0x0058] */    unsigned long ITEM_FIELD_ENCHANTMENT_1_1[2];   
        /* offsets:[d:0x0018]:[b:0x0060] */    unsigned char ITEM_FIELD_ENCHANTMENT_1_3[4];   
        /* offsets:[d:0x0019]:[b:0x0064] */    unsigned long ITEM_FIELD_ENCHANTMENT_2_1[2];   
        /* offsets:[d:0x001B]:[b:0x006C] */    unsigned char ITEM_FIELD_ENCHANTMENT_2_3[4];   
        /* offsets:[d:0x001C]:[b:0x0070] */    unsigned long ITEM_FIELD_ENCHANTMENT_3_1[2];   
        /* offsets:[d:0x001E]:[b:0x0078] */    unsigned char ITEM_FIELD_ENCHANTMENT_3_3[4];   
        /* offsets:[d:0x001F]:[b:0x007C] */    unsigned long ITEM_FIELD_ENCHANTMENT_4_1[2];   
        /* offsets:[d:0x0021]:[b:0x0084] */    unsigned char ITEM_FIELD_ENCHANTMENT_4_3[4];   
        /* offsets:[d:0x0022]:[b:0x0088] */    unsigned long ITEM_FIELD_ENCHANTMENT_5_1[2];   
        /* offsets:[d:0x0024]:[b:0x0090] */    unsigned char ITEM_FIELD_ENCHANTMENT_5_3[4];   
        /* offsets:[d:0x0025]:[b:0x0094] */    unsigned long ITEM_FIELD_ENCHANTMENT_6_1[2];   
        /* offsets:[d:0x0027]:[b:0x009C] */    unsigned char ITEM_FIELD_ENCHANTMENT_6_3[4];   
        /* offsets:[d:0x0028]:[b:0x00A0] */    unsigned long ITEM_FIELD_ENCHANTMENT_7_1[2];   
        /* offsets:[d:0x002A]:[b:0x00A8] */    unsigned char ITEM_FIELD_ENCHANTMENT_7_3[4];   
        /* offsets:[d:0x002B]:[b:0x00AC] */    unsigned long ITEM_FIELD_ENCHANTMENT_8_1[2];   
        /* offsets:[d:0x002D]:[b:0x00B4] */    unsigned char ITEM_FIELD_ENCHANTMENT_8_3[4];   
        /* offsets:[d:0x002E]:[b:0x00B8] */    unsigned long ITEM_FIELD_ENCHANTMENT_9_1[2];   
        /* offsets:[d:0x0030]:[b:0x00C0] */    unsigned char ITEM_FIELD_ENCHANTMENT_9_3[4];   
        /* offsets:[d:0x0031]:[b:0x00C4] */    unsigned long ITEM_FIELD_ENCHANTMENT_10_1[2];   
        /* offsets:[d:0x0033]:[b:0x00CC] */    unsigned char ITEM_FIELD_ENCHANTMENT_10_3[4];   
        /* offsets:[d:0x0034]:[b:0x00D0] */    unsigned long ITEM_FIELD_ENCHANTMENT_11_1[2];   
        /* offsets:[d:0x0036]:[b:0x00D8] */    unsigned char ITEM_FIELD_ENCHANTMENT_11_3[4];   
        /* offsets:[d:0x0037]:[b:0x00DC] */    unsigned long ITEM_FIELD_ENCHANTMENT_12_1[2];   
        /* offsets:[d:0x0039]:[b:0x00E4] */    unsigned char ITEM_FIELD_ENCHANTMENT_12_3[4];   
        /* offsets:[d:0x003A]:[b:0x00E8] */    unsigned long ITEM_FIELD_PROPERTY_SEED;   
        /* offsets:[d:0x003B]:[b:0x00EC] */    unsigned long ITEM_FIELD_RANDOM_PROPERTIES_ID;   
        /* offsets:[d:0x003C]:[b:0x00F0] */    unsigned long ITEM_FIELD_ITEM_TEXT_ID;   
        /* offsets:[d:0x003D]:[b:0x00F4] */    unsigned long ITEM_FIELD_DURABILITY;   
        /* offsets:[d:0x003E]:[b:0x00F8] */    unsigned long ITEM_FIELD_MAXDURABILITY;   
        /* offsets:[d:0x003F]:[b:0x00FC] */    unsigned long ITEM_FIELD_CREATE_PLAYED_TIME;   
    }
    Just making sure if i've understood this correct, this struct is the one WOM uses for storing items aye?
    So for example if wanted to pull item info out of WOM with jbrauman's guide
    i would just basically inherit his object class and override/add the values in that struct aye?
    Last edited by !@^^@!; 12-27-2009 at 12:48 PM. Reason: failed at tags

  12. #72
    lanman92's Avatar Active Member
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    Aye. (filler)

  13. #73
    evil2's Avatar Active Member
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    death knight runes 3.3.0 11159

    00C3CB50 rune state (1<<n)
    00C3CACC rune types (n*0x04)

  14. #74
    fhenke's Avatar Member
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    Corpse location offsets:

    CorpseX = 0x0B68810,
    CorpseY = 0x0B68810 + 4,
    CorpseZ = 0x0B68810 + 8

  15. #75
    Nesox's Avatar ★ Elder ★
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    Credits to Flowerew

    Code:
        [StructLayout(LayoutKind.Sequential)]
        public struct UnitMovement 
        {
            [MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
            public uint[] Unk0;
            public ulong TransportGuid;
            public WoWPoint Position; 
            public uint Unk1;
            public float Yaw;        
            public float Pitch;
            [MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
            public uint[] Unk2;
            public WoWPoint Normal;
            public WoWMovement.MovementDirection Flags;
            [MarshalAs(UnmanagedType.ByValArray, SizeConst = 6)]
            public uint[] Unk3;
            public uint Continuity;    // counts (ms) as long as no movement change happens, zero while standing
            public WoWPoint Direction;    // normalized direction vector, possible 3rd component with flying mounts
            [MarshalAs(UnmanagedType.ByValArray, SizeConst = 5)]
            public uint[] Unk4;
            public uint FallDuration;    // fall duration
            public float FallHeight;    // height you fell from
            public float FallUnknown;    // has something to do with falling though it's only set on very small distances like steps
            public float CurrentSpeed;    // current speed, even if you're running against walls
            public float WalkSpeed;    // walk speed, will change on speed modifiers like daze
            public float RunSpeed;    // run speed, will change on speed modifiers like daze
            public float UnknownSpeed;    // unknown speed
            public float SwimSpeed;    // swim speed, will change on speed modifiers like daze
            [MarshalAs(UnmanagedType.ByValArray, SizeConst = 5)]
            public uint[] Unk5;
            public float Pi;        // seems to be PI :)
        }

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