4.0.3 Wow - Offsets menu

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  1. #16
    Randomizer's Avatar Contributor
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    For those who are too lazy to do easy math:


    Code:
            public enum ClickToMove : uint
            {
                //CtmBase + 0x1C
                CtmAction = 0x008CAB8C,                     // 4.0.3.13287
    
                //ClickToMove_Base
                CtmBase = 0x008CAB70,                       // 4.0.3.13287
    
                //CtmBase + 0xAO
                CtmX = 0x008CAC10,                          // 4.0.3.13287
    
                //CtmBase + 0xA4
                CtmY = 0x008CAC14,                          // 4.0.3.13287
    
                //CtmBase + 0xA8
                CtmZ = 0x008CAC18,                          // 4.0.3.13287
    
                //CtmBase + 0x20
                CtmGUID = 0x008CAB90,                       // 4.0.3.13287
    
                //CtmBase + 0xC
                CtmDistance = 0x008CAB7C,                   // 4.0.3.13287
            }

    4.0.3 Wow - Offsets
  2. #17
    TOM_RUS's Avatar Legendary
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    Hmm, looks like vTable indexes were changed:
    Code:
        enum VMTable
        {
            GetWorldPosition = 11,
            GetPosition = 12,
            UpdateFacing = 13,
            GetFacing = 14,
            GetScale = 15,
            GetTransportGuid = 16,
            CopyMatrix = 18,
            GetQuestStatus = 21,
            GetModel = 24,
            Interact = 46,
            GetName = 57,
        }

  3. #18
    amadmonk's Avatar Active Member
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    Originally Posted by TOM_RUS View Post
    Hmm, looks like vTable indexes were changed:
    Code:
        enum VMTable
        {
            GetWorldPosition = 11,
            GetPosition = 12,
            UpdateFacing = 13,
            GetFacing = 14,
            GetScale = 15,
            GetTransportGuid = 16,
            CopyMatrix = 18,
            GetQuestStatus = 21,
            GetModel = 24,
            Interact = 46,
            GetName = 57,
        }
    Yeah, I discovered this when my bot exploded horribly the first time I called UpdateFacing. I really wasn't expecting the VMT layout to change between 4.0.1 and 4.0.3!
    Don't believe everything you think.

  4. #19
    hbldtc's Avatar Member
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    Collision M1 0x2E3EFE 4.0.3.13287
    Collision M2 0x2E4438 4.0.3.13287

    ---------- Post added at 03:16 AM ---------- Previous post was at 03:00 AM ----------

    collision Wmo 0x2E4491 4.0.3.13287
    WallClimb playerobjaddress+0x958 4.0.3.13287
    Last edited by hbldtc; 11-18-2010 at 03:27 AM.

  5. #20
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    Descriptors 4.0.3

    New descriptors dump because it change a little.

  6. #21
    natt_'s Avatar Contributor
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    Originally Posted by Randomizer View Post
    For those who are too lazy to do easy math:


    Code:
            public enum ClickToMove : uint
            {
                //CtmBase + 0x1C
                CtmAction = 0x008CAB8C,                     // 4.0.3.13287
    
                //ClickToMove_Base
                CtmBase = 0x008CAB70,                       // 4.0.3.13287
    
                //CtmBase + 0xAO
                CtmX = 0x008CAC10,                          // 4.0.3.13287
    
                //CtmBase + 0xA4
                CtmY = 0x008CAC14,                          // 4.0.3.13287
    
                //CtmBase + 0xA8
                CtmZ = 0x008CAC18,                          // 4.0.3.13287
    
                //CtmBase + 0x20
                CtmGUID = 0x008CAB90,                       // 4.0.3.13287
    
                //CtmBase + 0xC
                CtmDistance = 0x008CAB7C,                   // 4.0.3.13287
            }
    whats wrong with?
    CtmX = CtmBase+0xAO
    etc.?

  7. #22
    Randomizer's Avatar Contributor
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    Originally Posted by natt_ View Post
    whats wrong with?
    CtmX = CtmBase+0xAO
    etc.?
    I personally don't like the look of it. Personal flavor I suppose.

  8. #23
    MaiN's Avatar Elite User
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    Originally Posted by natt_ View Post
    whats wrong with?
    CtmX = CtmBase+0xAO
    etc.?
    Why have 1 address to change each patch when you can have 7?
    [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

  9. #24
    Robske's Avatar Contributor
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    Originally Posted by MaiN View Post
    Why have 1 address to change each patch when you can have 7?
    exactry, and all those extra calculations cause lag too!
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  10. #25
    miceiken's Avatar Contributor Authenticator enabled
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    Originally Posted by MaiN View Post
    Why have 1 address to change each patch when you can have 7?
    Lol, did he get banned for this?

  11. #26
    _Mike's Avatar Contributor
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    Originally Posted by miceiken View Post
    Lol, did he get banned for this?
    Nah, he did a Cypher
    http://www.mmowned.com/forums/world-...ml#post1983452

  12. #27
    Cypher's Avatar Kynox's Sister's Pimp
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    haters gon' hate!

  13. #28
    natt_'s Avatar Contributor
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    dont hate the playa hate the game

  14. #29
    dook123's Avatar Active Member
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    Can we vote him back on the island?

  15. #30
    Sel3n's Avatar Member
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    uint wmo_col = 0x00287615; //nop instructions
    uint wmo_col_bis = 0x00287643; //nop instructions
    uint m2_col = 0x00381CFD; //nop instructions
    uint Lua_Protection = 0x00805EAC; //write 0 as integer
    uint AFK_check = 0x00421CD4; //change jl to jmp

    All addresses are rebased to 0x1000 but, not tested.

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