[16:15:41] Cypher: caus the CPU is a dick
[16:16:07] kynox: CPU is mad
[16:16:15] Cypher: CPU is all like
[16:16:16] Cypher: whatever, i do what i want
SorryI was just waiting for people to start suggesting injecting my whole solution into the process.
It's not the ASM that I am having issues understanding here, I am trying to get my head around the whole idea of detouring EndScene. I have spent the last couple of days looking over information (I really should be writing "Hello World" in python for University!) and all I can seem to find is "Oh this is how you hook EndScene WoW <insert version here>" there doesn't seem to be a basic explanation of the process used to arrive at the solution, just a lot of penis comparison on people writing different ways to do it "mine is more efficient than yours".
I am, however, thankful for the people that have helped out in my threads over the past couple of days. I would probably be in some loony bin rocking backwards and forwards by now if it wasn't for them
EDIT: Oh and the interact issue, I already have a separate process to close the gap between the player and the nodeNo issues there.
And what is the easiest way to retrieve the EndScene offsets currently?
I am working my way through: http://www.mmowned.com/forums/world-...ne-hooker.html at the moment.
And from what you suggested I would follow a process like this I think:
Create code cave asm.
Inject code cave (no execution).
Add JMP, codecaveaddress to EndScene.
Free code cave memory.
Is that along the right path? How would I know that EndScene has jumped to the codecave before freeing the memory?
Last edited by HeroXx; 11-07-2010 at 10:14 AM.
I just started working with injection, and used http://www.mmowned.com/forums/world-...lackmagic.html as a template.
Why not use old fashion way and memorywrite to CTM?
Downside to using interact to move to units would be (I think has been said), It moves up to interacting range not attacking range and doesn't check line of sight. Though.. If you wanted to make sure it was in Line of Sight, you could call Interact and handle the Click to Move distance manually I guess..