I'm searching for the descriptors offset, can anyone post it or confirm 0x08?
thanks
If it would be something else than 0x08, you would have read about it in this forum. Blizzard will hardly change that in future.
Spectator-mode for free camera movement.Code:enum Offsets : uint { Spectator_Player_Base = 0x1008, /* + PlayerBase */ Spectator_Player_IsSpectating = 0x0A, /* + [PlayerBase + Spectator_Player_Base]. byte => 255 => IsCommentator returns true */ Spectator_Base = 0xACE4A8, Spectator_X = 0x0C, Spectator_Y = 0x10, Spectator_Z = 0x14, Spectator_FollowGUID = 0x20, /* Set to own GUID */ Spectator_CamZoom = 0x40, Spectator_CamSpeed = 0x44, Spectator_Collision = 0x48, }
Example:
Code:uint specBase = mgr.Read<uint>(mgr.Me + (uint)Offsets.Spectator_Player_Base); Write((byte)0xFF, specBase + Offsets.Spectator_Player_IsSpectating); Write(posX, (uint)Offsets.Spectator_Base + (uint)Offsets.Spectator_X); Write(posY, (uint)Offsets.Spectator_Base + (uint)Offsets.Spectator_Y); Write(posZ + 1.0f, (uint)Offsets.Spectator_Base + (uint)Offsets.Spectator_Z); Write(mgr.Read<ulong>(ObjMgr.OfsMyGUID), (uint)Offsets.Spectator_FollowGUID + (uint)Offsets.Spectator_Base); Write(100.0f, (uint)Offsets.Spectator_Base + (uint)Offsets.Spectator_CamSpeed); Write(0, (uint)Offsets.Spectator_Base + (uint)Offsets.Spectator_Collision);
Last edited by Cromon; 07-22-2010 at 03:20 PM.
Some LUA-stuff:
Code:typedef void (__cdecl* tPushInteger)(LPDWORD lua_state, int* pValue); tPushInteger FrameScript__PushInteger = (tPushInteger)0x84E2D0; typedef INT* (__cdecl* tToInteger)(LPDWORD lua_state, INT stackIndex); tToInteger FrameScript__ToInteger = (tToInteger)0x84E070; typedef void (__cdecl* tSetTop)(LPDWORD lua_state, INT stackNewTop); tSetTop FrameScript__SetTop = (tSetTop)0x84DBF0; typedef HRESULT(__stdcall* EndScene_t)(LPDIRECT3DDEVICE9); HRESULT __stdcall hkEndScene(LPDIRECT3DDEVICE9 pDevice) { LPDWORD* luaState = (LPDWORD*)0xD3F78C; // or something like that, dont know, if its really the lua_stateL*, but used for all the FrameScript-stuff. int a = 0xFFFF0000; FrameScript__PushInteger(*luaState, &a); int b = *FrameScript__ToInteger(*luaState, 1); FrameScript__SetTop(*luaState, 0); return pEndScene(pDevice); }
Not tested.Code:AHListAuctions 0xc0f448 AHListNumAuctions 0xc0f444 AHListTotalAuctions 0xc0f408 CGUnit_C__UpdateDisplayInfo 0x73e410
Just a little bitCode:CloudDensity 0xD38C34 RenderFlags 0xCD774C WmoCollision 0xD25440 /* some sort of pointer. Setting it to 0 removes rendering and collision of WMO */ SkyRadius 0xADEEF0 /* Something related to the distance of the sky to the toon */ NearClip 0xADEED4 SunGlareEnabled 0xD38F60
Last edited by Cromon; 07-25-2010 at 04:34 PM.
Where are all the other people?
Some stuff related to rendering:
0xAF4878 (float): Something related to the sky/light color, see screenshots:
http://www.imagr.eu/up/4c4ef9985816a...610_155317.jpg
http://www.imagr.eu/up/4c4ef9e0378b4...610_155336.jpg
http://www.imagr.eu/up/4c4ef9f5e0635...610_155343.jpg
0xD391D0 (float): Phi of sun
0xD39204 (float): Theta of sun
Both assuming those coordinates:
0xD38EC8 (float): Size of the sunglare
0xAC0CB4 (float[3]): Offset for UI-texture-coordinates (u and v) and alpha multiplier (0-1)
0xCE07D0 (Text): Start of the current folder of ADTsCode:struct UITexCoordAlphaMultiplier { float u, v, alpha; };
0xCE06D0 (Text): Name of the current continent
Last edited by Cromon; 07-27-2010 at 11:22 AM. Reason: Typo...
Code:Lua_InvalidPtrCheck = 0x0086B5CE; Lua_Register = 0x00817F90; Lua_GetTop = 0x0084DBD0; Lua_ToString = 0x0084E0E0; Lua_GetState = 0x0084DBD0; Lua_DoString = 0x00819210;
i found something useful to make the bots look a little bit less stupid
CGGameObject_C_virt40 aka gameobject vfunc (gameobject vtable is at 416) function nr 24
is in reality a CGGameObject_C__ContainsLoot function
i think everbody knows it, the server is lagging and the god damn herb needs several seconds to despawn and your bot keeps standing there and tries to loot the shit...
this function will return false as soon as you have finished looting and you can save some seconds :P
and because it was what i was really looking for and didn't find it:
how can i get the info if the herb/ore is already being used by somebody? basically the check before the message "this is already being used" appears when you interact with it
GAMEOBJECT_FLAGS is always 0 for herbs/ores, so that's not the answer :P
Last edited by mnbvc; 08-02-2010 at 07:12 PM.
JuJuSoc:
i am a green hand in WOW. i tried your offset about objectManager, but can't find all the game objects by tracing the linked list. Can you make some clarification? it is possible my understanding of how to tracing the linked list is wrong. my code is as following
curmgr=[[0xC79ce0] + 0x2ED0] ;[ ] is a memry reading operator
the adress of the first object=curmgr+0xAC
the address of the seconde object= [address of the first object + 0x3C]
.......
i did a checkk of the local guild =[curmgr+0xC0], which is correct.
thx.
wenhao
Hmm, didnt see the Playerbase got posted, so i just ran Malu05 pattern scanner.
PlayerBaseStatic 0x00CD87A8
0x00CABCC4
1 = Console active
0 = Console not active
/Edit:
00ADBAC4 = Console Key (DirectInput Keycode)
/Edit2:
0x00CA1978
1 = Console open
0 = Console closed
/Edit 3:
I use it like this, so you don't have to use this lame "-console" parameter
Code:// Console Thread void consoleThread() { bool bWasKeyPressedBefore = false ; DWORD *pdwConsoleOpen = (DWORD*)0x00CA1978 ; DWORD *pdwConsoleActive = (DWORD*)0x00CABCC4 ; while (true) { if (GetAsyncKeyState(VK_F12)) { if (!bWasKeyPressedBefore) { *pdwConsoleOpen = *pdwConsoleOpen ? false : true ; *pdwConsoleActive = true ; } bWasKeyPressedBefore = true ; } else bWasKeyPressedBefore = false ; Sleep(30) ; } }
Last edited by IceFire32; 08-22-2010 at 04:12 PM.