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Contributor
something like 0,64278760968653932632264340990726
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Member
Can't anyone repost the IDA IDC file? I sorta deleted it by mistake. Thank you in advance.
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★ Elder ★
Originally Posted by
NxKid
Can't anyone repost the IDA IDC file? I sorta deleted it by mistake. Thank you in advance.
Filebeam - Beam up that File Scottie!
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Member
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Member
Someone please explain to me what
'00407870 InstallGameConsoleCommands' does.
I am trying to add new console commands to my 3.3.5a version.
I'd like to be able to use all the debug and -- if possible -- gm commands on my server.
I would be eternally grateful to you.
Thanks in advance.
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Elite User
Originally Posted by
Natrist
Someone please explain to me what
'00407870 InstallGameConsoleCommands' does.
I am trying to add new console commands to my 3.3.5a version.
I'd like to be able to use all the debug and -- if possible -- gm commands on my server.
I would be eternally grateful to you.
Thanks in advance.
There are only a few debug console commands in the user client (worldport, whois...).
You can't add any other gm commands, cus emu servers are working with "." or "!" commands in the chat.
The rest of the gm packets isn't even handled on the emu servers, cus you can't access them from the user client. There's just no callback function for them (except the first leaked alpha).
In the past you could execute gm commands on the retail servers by sending packets, but only a few worked.
Last edited by culino2; 03-19-2013 at 06:56 PM.
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Sorry to be necrobumping, but I figured as classic-WoW developement is still active, someones gotta be working with wotlk-WoW as well. I'm currently doing an open-source .NET framework for 3.3.5a over at GitHub: https://github.com/miceiken/IceFlake
Would love for people to contribute, if not directly to the repo, to me.
Currently looking to get PPather up and running. Cba. to figure out proper navmesh.
Feel free to come with any criticism at all.
Last edited by miceiken; 06-08-2013 at 03:13 PM.
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Post Thanks / Like - 1 Thanks
debugger.123 (1 members gave Thanks to miceiken for this useful post)
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Active Member
Hey miceiken, nice to hear there is still somebody working on 3.3.5a,
My last bot was also for this version with iHook and with poorly implemented R+D.
I would love to take a look at your code.
What is Cba? Do you also want to implement navmesh navigation by R+D?
On what server emulator are you testing on? I used to test on MaNGOS.
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CBA = Can't be arsed
The code is linked to the repository above. I managed to get PPather working somewhat, but yes R+D navmeshes would be optimal. Feel free to contact me by PM. I run a CMaNGOS server on a dedicated server. Anyone can feel free to use it for testing purposes.
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Active Member
Originally Posted by
Xelper
IDA 6.1 says that file is corrupted. Downloaded few times and always same result.
Originally Posted by
JuJuBoSc
IDC file according to Nesox dump +Rep
attachement can't be downloaded.
Can someone reupload IDC?
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Member
I've done some work on this version in C#, haven't coded in a while on it now but i got working tools to make navmeshes for it if you're interested.
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Member
Originally Posted by
miceiken
Sorry to be necrobumping, but I figured as classic-WoW developement is still active, someones gotta be working with wotlk-WoW as well. I'm currently doing an open-source .NET framework for 3.3.5a over at GitHub:
https://github.com/miceiken/IceFlake
Would love for people to contribute, if not directly to the repo, to me.
Currently looking to get PPather up and running. Cba. to figure out proper navmesh.
Feel free to come with any criticism at all.
I've done some work on this version in C#, haven't coded in a while on it now but i got working tools to make navmeshes for it if you're interested.
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Most definitely interested ament! Sent you a PM.
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Active Member
Originally Posted by
tobmaps
IDA 6.1 says that file is corrupted. Downloaded few times and always same result.
Can someone reupload IDC?
put this in your ida plugins folder, and open the "corrupt" idb
Filebeam - Beam up that File Scottie!
enjoy
Last edited by QKdefus; 06-18-2013 at 10:38 AM.
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Figured I'd make an offset dump for the thread as it seems to have come a bit to life. Pointers are taken from https://github.com/miceiken/IceFlake...es/Pointers.cs - but they're there mostly due to the hard work of others. I take no credit for this. Usage of pointers can be found in the same repo.
Code:
#region Nested type: ObjectManager
// 3.3.5a: 12340
internal class ObjectManager
{
internal static uint EnumVisibleObjects = 0x004D4B30;
internal static uint GetObjectByGuid = 0x004D4DB0;
internal static uint GetLocalPlayerGuid = 0x004D3790;
}
#endregion
#region Nested type: Object
// 3.3.5a: 12340
internal class Object
{
internal static uint GetObjectName = 54;
internal static uint GetObjectLocation = 12;
internal static uint GetObjectFacing = 14;
internal static uint Interact = 44;
internal static uint SelectObject = 0x00524BF0;
}
#endregion
#region Nested type: Item
// 3.3.5a: 12340
internal class Item
{
internal static uint UseItem = 0x00708C20;
internal static uint CanUseItem = 0x006DC3F0;
}
#endregion
#region Nested type: Container
// 3.3.5a: 12340
internal class Container
{
internal static uint GetBagAtIndex = 0x005D6F20;
internal static uint LootWindowOffset = 0x00BFA8D8;
}
#endregion
#region Nested type: Unit
// 3.3.5a: 12340
internal class Unit
{
internal static uint FishChanneledCasting = 0xD70;
internal static uint ChanneledCastingId = 0xC20;
internal static uint CastingId = 0xc08;
internal static uint UpdateDisplayInfo = 0x73e410; // TODO: IMPLEMENT
internal static uint UnitReaction = 0x007251C0;
internal static uint HasAuraBySpellId = 0x007282A0;
internal static uint GetAura = 0x00556E10;
internal static uint GetAuraCount = 0x004F8850;
internal static uint GetCreatureType = 0x0071F300;
internal static uint GetCreatureRank = 0x00718A00;
internal static uint ShapeshiftFormId = 0x0071AF70;
internal static uint CalculateThreat = 0x007374C0;
}
#endregion
#region Nested type: LocalPlayer
// 3.3.5a: 12340
internal class LocalPlayer
{
internal static uint ClickToMove = 0x00727400;
internal static uint SetFacing = 0x0072EA50;
internal static uint IsClickMoving = 0x00721F90;
internal static uint StopCTM = 0x0072B3A0;
internal static uint CorpsePosition = 0x0051F430;
internal static uint ComboPoints = 0x00BD084D;
internal static uint CompletedQuests = 0x00ACFDF4;
internal static uint RuneState = 0xC24388;
internal static uint RuneType = 0xC24304;
internal static uint RuneCooldown = 0xC24364;
}
#endregion
#region Nested type: Spell
// 3.3.5a: 12340
internal class Spell
{
internal static uint SpellCount = 0x00BE8D9C;
internal static uint SpellBook = 0x00BE5D88;
internal static uint CastSpell = 0x0080DA40;
internal static uint GetSpellCooldown = 0x00807980;
internal static uint FirstActionBarSpellId = 0xC1E358; // Don't really need this unless we want to auto-set up actionbars?
}
#endregion
#region Nested type: World
// 3.3.5a: 12340
internal class World
{
internal static uint Traceline = 0x007A3B70;
internal static uint CurrentMapId = 0x00AB63BC;
internal static uint InternalMapName = 0x00CE06D0;
internal static uint ZoneID = 0x00BD080C;
internal static uint ZoneText = 0x00BD0788;
internal static uint SubZoneText = 0x00BD0784;
}
#endregion
#region Nested type: LuaInterface
// 3.3.5a: 12340
internal class LuaInterface
{
internal static uint LuaState = 0x00D3F78C;
internal static uint LuaLoadBuffer = 0x0084F860;
internal static uint LuaPCall = 0x0084EC50;
internal static uint LuaGetTop = 0x0084DBD0;
internal static uint LuaSetTop = 0x0084DBF0;
internal static uint LuaType = 0x0084DEB0;
internal static uint LuaToNumber = 0x0084E030;
internal static uint LuaToLString = 0x0084E0E0;
internal static uint LuaToBoolean = 0x0084E0B0;
};
#endregion
#region Nested type: Events
// 3.3.5a: 12340
internal class Events
{
internal static uint EventVictim = 0x004DDBD0;
}
#endregion
#region Nested type: DBC
// 3.3.5a: 12340
internal class DBC
{
internal static uint RegisterBase = 0x006337D0;
internal static uint GetRow = 0x004BB1C0;
internal static uint GetLocalizedRow = 0x004CFD20;
}
#endregion
#region Nested type: WDB
// 3.3.5a: 12340
internal class WDB
{
internal static uint DbWoWCache_GetInfoBlockById = 0x0067FA80;
internal static uint DdItemCache_GetInfoBlockByID = 0x0067CA30;
internal static uint DbQuestCache_GetInfoBlockByID = 0x0067DE90;
internal static uint WdbItemCache = 0x00C5D828;
internal static uint WdbQuestCache = 0x00C5DA48;
}
#endregion
#region Nested type: Drawing
// 3.3.5a: 12340
internal class Drawing
{
internal static uint WorldFrame = 0x00B7436C;
internal static uint ActiveCamera = 0x7E20;
internal static uint RenderBackground = 0x2532E0; // UPDATE
}
#endregion
#region Nested type: Other
internal class Other
{
internal static uint PerformanceCounter = 0x0086AE20;
internal static uint LastHardwareAction = 0x00B499A4;
internal static uint IsBobbing = 0xBC;
// TODO: IMPLEMENT
internal static uint WorldLoaded = 0x00BEBA40;
internal static uint GameState = 0x00B6A9E0;
internal static uint IsLoading = 0x00B6AA38;
internal static uint RealmName = 0x00C79B9E;
// TODO: IMPLEMENT
internal static uint AHListAuctions = 0xc0f448;
internal static uint AHListNumAuctions = 0xc0f444;
internal static uint AHListTotalAuctions = 0xc0f408;
}
#endregion
#region Nested type: Party
// 3.3.5a: 12340
internal class Party
{
internal static uint PartyArray = 0x00BD1948; // UNCONFIRMED: 0x00C4FCC8?
}
#endregion
#region Nested type: Raid
// 3.3.5a: 12340
internal class Raid
{
internal static uint RaidCount = 0x00C543E0;
// return ( ulong** )0x00C54340;
internal static uint RaidArray = 0x00C54340;
internal static uint InstanceDifficulty = 0x00C4EC2C;
}
#endregion
#region Nested type: Console
// 3.3.5a: 12340
internal class Console
{
internal static uint Enable = 0x00CABCC4;
internal static uint WriteA = 0x00765360;
internal static uint RegisterCommand = 0x00769100;
internal static uint UnregisterCommand = 0x007689E0;
}
#endregion
Most of them are tested and confirmed.
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Post Thanks / Like - 1 Thanks
AccLeito (1 members gave Thanks to miceiken for this useful post)