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  1. #16
    MaiN's Avatar Elite User
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    Originally Posted by amadmonk View Post
    BTW, if you have click-to-move enabled, interact should, in many cases, trigger a click-to-move. Meaning that you often don't require a separate move and interact step.

    It's still not a bad idea to ensure you're in range before attempting actions, though
    The interact function does not handle that. That is done in a couple steps before (when you right click in the world).
    [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

    Interact Issues VMT
  2. #17
    HeroXx's Avatar Member
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    Originally Posted by JuJuBoSc View Post
    You're already injecting so you're in process, why just don't detour the EndScene or something else, you're doing some ASM here, so we assume you understand it
    Sorry I 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 node No issues there.

  3. #18
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    Originally Posted by HeroXx View Post
    Sorry I 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 node No issues there.
    No need to inject whole solution into the process, you can do the detour in ASM aswell, just make a codecave for the detour, and detour the EndScene at the beginning or the end with at JMP to your codecave.

  4. #19
    HeroXx's Avatar Member
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    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.

  5. #20
    migrar's Avatar Member
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    I just started working with injection, and used http://www.mmowned.com/forums/world-...lackmagic.html as a template.

  6. #21
    Syltex's Avatar Sergeant Major
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    Why not use old fashion way and memorywrite to CTM?

  7. #22
    suicidity's Avatar Contributor
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    Originally Posted by MaiN View Post
    The interact function does not handle that. That is done in a couple steps before (when you right click in the world).
    Actually, calling the Interact function on a Unit 'in range' with Click to Move enabled will cause the Character to actually move to the unit; The Interact function doesn't handle it directly, but calling it does have that effect.


  8. #23
    Syltex's Avatar Sergeant Major
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    Originally Posted by suicidity View Post
    Actually, calling the Interact function on a Unit 'in range' with Click to Move enabled will cause the Character to actually move to the unit; The Interact function doesn't handle it directly, but calling it does have that effect.
    Hmm? Is it a downside to move to the unit?

  9. #24
    suicidity's Avatar Contributor
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    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..


  10. #25
    Syltex's Avatar Sergeant Major
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    Originally Posted by suicidity View Post
    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..
    Traceline ftw

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