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  1. #61
    Criminalz's Avatar Member
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    BgStarted = 0xC55A28

    In C# (seconds since the battleground started):
    Code:
    uint bgStarted = ((uint)Environment.TickCount - Memory.ReadUInt(Offsets.BgStarted)) / 1000

    [WoW][3.3.3a] Info Dump Thread
  2. #62
    emanzer0's Avatar Private
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    Did these offset's change or are they still the same for 3.3.3a?

    This was taken from the 3.3.3 dump.

    Lua_DoString = 0x004B32B0, // 3.3.3
    Lua_GetLocalizedText = 0x005CAE50, // 3.3.3

    Thanks!

    I guess I'm looking for?
    004B32B0 FrameScript__Execute
    Last edited by emanzer0; 05-18-2010 at 07:19 PM.

  3. #63
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by emanzer0 View Post
    Did these offset's change or are they still the same for 3.3.3a?

    This was taken from the 3.3.3 dump.

    Lua_DoString = 0x004B32B0, // 3.3.3
    Lua_GetLocalizedText = 0x005CAE50, // 3.3.3

    Thanks!

    Read the rules ****tard. Kthx.
    http://www.mmowned.com/forums/world-...ion-rules.html

  4. #64
    guizmows's Avatar Banned
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    I managed to find IsAutoAttacking Flag for a WoW Unit.

    I reversed CGPlayer_C__SetCombatMode and CGPlayer_C__OnAttackIconPressed.
    and I found 2 offsets :
    [objBase+Ax24] ==> DWORD Flag
    [objBase+Ax20] ==> DWORD Mask

    if Flag | Mask != 0 ==> IsAutoAttack = True

  5. #65
    lunitune's Avatar Member
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    Originally Posted by guizmows View Post
    I managed to find IsAutoAttacking Flag for a WoW Unit.

    I reversed CGPlayer_C__SetCombatMode and CGPlayer_C__OnAttackIconPressed.
    and I found 2 offsets :
    [objBase+Ax24] ==> DWORD Flag
    [objBase+Ax20] ==> DWORD Mask

    if Flag | Mask != 0 ==> IsAutoAttack = True
    Hi guizmows. I have 0xA20 (incl 0xA24) as the long GUID of the target I'm in melee with. Is that what you mean by flag/mask?

  6. #66
    sniper231x's Avatar Private
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    Edit: posted offset wasn't working consistently
    Last edited by sniper231x; 05-25-2010 at 08:19 PM.

  7. #67
    tymezz's Avatar Member
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    my apologies for not knowing the usual name's for these:

    KnownSpellsCounter = 0x00C52EB0 (number of known spells) :: ex: int Count = *(int*)KnownSpellsCounter;
    KnownSpellsArray = 0x00C50EA0 (array of unsigned short int's == SpellID's)
    Last edited by tymezz; 06-02-2010 at 03:30 AM.

  8. #68
    tymezz's Avatar Member
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    Hello,

    Skills on pet actionbar = C535B8

    Code:
    00C535B8  07000002 [Attack]
    00C535BC  07000001 [Follow]
    00C535C0  07000000 [Stay  ]
    00C535C4  C1004D18  <- last 2 bytes = SpellID 
    00C535C8  C100D323  <- last 2 bytes = SpellID 
    00C535CC  C1004CBF  <- last 2 bytes = SpellID 
    00C535D0  C100E0DD  <- last 2 bytes = SpellID 
    00C535D4  06000002  Aggressive
    00C535D8  06000001  Defensive
    00C535DC  06000000  Passive
    Usage:
    PHP Code:
    007500DB  |. 8D34B5 B835C50>LEA ESI,DWORD PTR DS:[ESI*4+C535B8]      ;  ESI pet_actionbar_slot 

  9. #69
    tymezz's Avatar Member
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    Hello,

    Code:
    class MyPetClass
    {
    public:
        __int64 GUID;            
    
        BYTE PADDING00[0x20-0x8];
        __int64 Unknown00;
        int Unknown01;
    
        bool IsActive;              //00C535AC
        __int64 * pPetGUID;       //00C535B0
    
        int PADDDING01;
    
        PET_ACTION_BAR ActionBar;
     
        int Unknown02; 
    
        int Pet_SpellBook_Spell_Count;   //00C535E4 includes "hidden" spells
        DWORD * pPetSpellBook;   //00C535E8 ?? includes "hidden" and passive spells (avoidance)
    };
    Code:
    typedef struct _PetActionBar
    {
            struct ActionBarSlot
            {
                unsigned short ID;
                unsigned short SlotFlag; //lol
    
                /*        SlotFlag
                 *
                 * [Attack/Follow/Stay]           = 700, always.
                 * [Aggressive/Defensive/Passive] = 600, always.
                 *
                 * [Pet Abilities]
                 * Autocast on                      = C100
                 * Autocast off                      = 8100
                 * Not on ActionBar/empty          = 100
                 * Unknown:
                 * - A00/B00 for slots that never had anything in them? (low level pets)
                 */
            };
            ActionBarSlot Slot[9];
            
    } PET_ACTION_BAR;
    MyPetClass * pPet = reinterpret_cast<MyPetClass*>(00C53580); or Read in struct using whatever memory lib if you're passive.

    It's incomplete because it's of no use to me, I just got sidetracked today..

    Also, sub74CC40(PetSpellID) returns a pointer that you can use to determine if that spell is set to autocast or on the pets actionbar.

    Example:

    PHP Code:
    0074CC60   8B7481 FC      MOV ESI,DWORD PTR DS:[ECX+EAX*4-4]       ;  pPetSpellBook Counter 4
    0074CC64   
    83E8 01        SUB EAX,1                                ;  PetSpellsCount--
    0074CC67   81E6 FFFFFF00  AND ESI,0FFFFFF                          ;  last 2 bytes (SpellID)
    0074CC6D   3BF2           CMP ESI,EDX                              ;  if ESI == SpellID_To_Find exit loop
    0074CC6F   
    74 09          JE SHORT Wow.0074CC7A                    ;  ^
    0074CC71   85C0           TEST EAX,EAX                             ;  else if counter !=0 jump back up
    0074CC73   
    .^75 EB          JNZ SHORT Wow.0074CC60                   ;  ^

    0074CC7A   8D0481         LEA EAX,DWORD PTR DS:[ECX+EAX*4]         ;  return pPetSpell 
    might return:

    C1004558, C100 = flags (see SlotFlag comments), 4558 = SpellID (hex)

    Sorry for the long post and ugly code, was thrown together pretty fast. Hope someone could use this info..

  10. #70
    greenthing's Avatar Contributor
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    LastGlueScreen is @ 0xC8F2E0

  11. #71
    tymezz's Avatar Member
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    Figured out on my own, then found Kynox's post "[3.3.0a] Retrieve Interaction Type" when I double checked this info wasn't already available prior to posting it. Changed my enum to match Kynox's for simplicity:

    Code:
    enum InteractionType
    {
        None = 0,
        QuestFuture,    //HighLevelQuest
        LowLevelQuest,
        LowLevelRepeatableHandin,
        LowLevelRepeatableAvailable,
        QuestUncompleted,    //QuestIncomplete
        UNKNOWN0,              //RepeatableHandin ? I don't know what RepeatableHandin means, but it might not be used anymore
        RepeatableAvailable,         
        QuestAvailable,
        UNKNOWN1,
        QuestHandin,    //QuestComplete
    }
    Incomplete as that's all I needed.

    TaxiPathAvailable = 7 @ Unit+0x94 //Didn't see any other uses

    Although I'm uninterested in going further, if anyone gets more data please post for completeness.
    Last edited by tymezz; 06-05-2010 at 04:34 PM. Reason: Forgot code tags.

  12. #72
    eLaps's Avatar Active Member
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    Originally Posted by tymezz View Post
    enum InteractionType
    This should belong to WoW Constant Data (Enums, Structs, Etc) I guess.

  13. #73
    mnbvc's Avatar Banned
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    maybe anybody wants to use it, but you can get the offsets easily from lua_InCombatLockdown
    bool InCombatLockdown = !(*(DWORD*)((*(DWORD*)0xCB8E0C) + 4684));

  14. #74
    DarkLinux's Avatar Former Staff
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    Epic fail on my part lols....
    Last edited by DarkLinux; 07-05-2010 at 10:49 PM. Reason: Use the damn code tags

  15. #75
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    winner! +Rep+Rep+Rep

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