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  1. #16
    culino's Avatar Banned
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    Originally Posted by mnbvc View Post
    oh, rly? :confused:
    Ya rly.

    [WoW][3.3.5.12340] Info Dump Thread
  2. #17
    [Blinded]'s Avatar Contributor
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    I'm searching for the descriptors offset, can anyone post it or confirm 0x08?

    thanks

  3. #18
    Bananenbrot's Avatar Contributor
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    If it would be something else than 0x08, you would have read about it in this forum. Blizzard will hardly change that in future.

  4. #19
    Cromon's Avatar Legendary


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    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,
            }
    Spectator-mode for free camera movement.

    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.

  5. #20
    Cromon's Avatar Legendary


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    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);
    }

  6. #21
    eLaps's Avatar Active Member
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    Code:
    AHListAuctions                   0xc0f448
    AHListNumAuctions                0xc0f444
    AHListTotalAuctions              0xc0f408
    CGUnit_C__UpdateDisplayInfo      0x73e410
    Not tested.

  7. #22
    Cromon's Avatar Legendary


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    Code:
    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
    Just a little bit
    Last edited by Cromon; 07-25-2010 at 04:34 PM.

  8. #23
    Cromon's Avatar Legendary


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    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)
    Code:
    struct UITexCoordAlphaMultiplier
    {
            float u, v, alpha;
    };
    0xCE07D0 (Text): Start of the current folder of ADTs

    0xCE06D0 (Text): Name of the current continent
    Last edited by Cromon; 07-27-2010 at 11:22 AM. Reason: Typo...

  9. #24
    caytchen's Avatar Contributor
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    Originally Posted by Cromon View Post
    0xCD07D0 (Text): Start of the current folder of ADTs
    0xCD06D0 (Text): Name of the current continent
    Actually 0xCE07D0 and 0xCE06D0
    Sorry I got nothing new, though.

  10. #25
    qjlex's Avatar Member
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    Code:
     Lua_InvalidPtrCheck = 0x0086B5CE;
     Lua_Register = 0x00817F90;
     Lua_GetTop = 0x0084DBD0;
     Lua_ToString = 0x0084E0E0;
     Lua_GetState = 0x0084DBD0;
     Lua_DoString = 0x00819210;

  11. #26
    mnbvc's Avatar Banned
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    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.

  12. #27
    wenhao's Avatar Private
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    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

  13. #28
    Syltex's Avatar Sergeant Major
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    Hmm, didnt see the Playerbase got posted, so i just ran Malu05 pattern scanner.

    PlayerBaseStatic 0x00CD87A8

  14. #29
    IceFire32's Avatar Active Member
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    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.

  15. #30
    Jadd2's Avatar Corporal
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    Originally Posted by Cromon View Post
    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);
    }
    Does this even do anything?

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