[C# DLL] iHook, EndScene ASM Injection! menu

User Tag List

Page 5 of 10 FirstFirst 123456789 ... LastLast
Results 61 to 75 of 143
  1. #61
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
    Reputation
    529
    Join Date
    Nov 2009
    Posts
    1,028
    Thanks G/R
    38/51
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by wlastas View Post
    By the way, the way presented here is dll full shit, since its use steadily crashed Wow.exe.
    In fact, it is only suitable to run a time in a console application - for use in a real BOT in it should be possible to subscribe to an event Reading / Writing to memory
    I use it fine... So your doing something wrong.

    @Shynd Thanks for the pastebin
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

    [C# DLL] iHook, EndScene ASM Injection!
  2. #62
    Xelper's Avatar ★ Elder ★
    Reputation
    1024
    Join Date
    Mar 2007
    Posts
    860
    Thanks G/R
    0/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    4.1.0.13914

    Code:
            public static uint Direct3D9__Device = 0xA05E1C;
            public static uint Direct3D9__Device__OffsetA = 0x27E0;
            public static uint Direct3D9__Device__OffsetB= 0xA8;
            public static uint ClntObjMgrGetActivePlayerObjAddress = 0x31D0;
            public static uint Lua_DoStringAddress = 0x3ACF00;
            public static uint Lua_GetLocalizedTextAddress = 0x1C7780;

  3. #63
    Xelper's Avatar ★ Elder ★
    Reputation
    1024
    Join Date
    Mar 2007
    Posts
    860
    Thanks G/R
    0/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quick question more regarding EndScene LUA execution rather than hooking itself.

    Currently my 'raid DPS bot' code looks like this, all of the logic behind setting the Next ID/action(s) is handled by an addon for ease of editing/updating.

    Code:
                while (bwExecute.CancellationPending != true)
                {
                    string pqNextID = clsMyMemory.GetLocalizedText("pq_NextID");
                    string pqNextAction = clsMyMemory.GetLocalizedText("pq_NextAction");
    
                    if (pqNextAction != "" && pqNextAction != "0")
                    {
                        string[] splitActions = pqNextAction.Split('|');
                        foreach (string action in splitActions)
                        {
                            clsMyMemory.ExecuteLua("RunMacroText(\"" + action + "\")");
                        }
                    }
                    
                    if (pqNextID != "" && pqNextID != "0") 
                    {
                        string PQMacro = "CastSpellByID(" + pqNextID + ")";
    
                        clsMyMemory.ExecuteLua(PQMacro);
                    }
                    System.Threading.Thread.Sleep(30); //implement some sort of delay to prevent excessive LUA
                }
    I originally wanted to do something like this, that way I am simply just executing a single Lua statement rather than doing 2 GetLocalizedTexts followed by multiple Executes:

    Code:
    PQMacro = @"
    if pq_NextID ~= nil then
    CastSpellByID(pq_NextID)
    end
    ";
    clsMyMemory.ExecuteLua(PQMacro);
    However that throws a "(Addon Name Assigning Variable) has tried to run code reserved for the Blizzard UI" etc etc etc error ingame. I've tried to assign the NextID variable to a different variable first (NextSpellToCast = pq_NextID; CastSpellByID(NextSpellToCast)) however the error still happens. Anyone have any thoughts on getting around this?

    Thanks

  4. #64
    Neffarian's Avatar Member
    Reputation
    -5
    Join Date
    Sep 2006
    Posts
    53
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    All over this funk...

    @Xelper
    L3ikDus

    Hook.DoString(" RunMacroText(\"/startattack\") ");
    Last edited by Neffarian; 05-04-2011 at 08:29 PM.

  5. #65
    Xelper's Avatar ★ Elder ★
    Reputation
    1024
    Join Date
    Mar 2007
    Posts
    860
    Thanks G/R
    0/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    4.1.0.14007
    Code:
            public static uint Direct3D9__Device = 0xA05E1C;
            public static uint Direct3D9__Device__OffsetA = 0x27E0;
            public static uint Direct3D9__Device__OffsetB = 0xA8;
            public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3190;
            public static uint Lua_DoStringAddress = 0x3ACB50;
            public static uint Lua_GetLocalizedTextAddress = 0x1C7590;
    Sorry for the delay, only the function addresses changed and you could have found that out by reading the InfoDump.


    I'm also going to assume that there is no way around the variable tainting issues in the way that I had wanted, oh well.. I guess I can just have the addon concatenate the two variables into one then split them apart in C# and pass them both back into a single DoString.
    Last edited by Xelper; 05-08-2011 at 04:12 PM.

  6. #66
    Thongs's Avatar Member
    Reputation
    10
    Join Date
    Oct 2006
    Posts
    51
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Xelper View Post
    4.1.0.14007
    Code:
            public static uint Direct3D9__Device = 0xA05E1C;
            public static uint Direct3D9__Device__OffsetA = 0x27E0;
            public static uint Direct3D9__Device__OffsetB = 0xA8;
            public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3190;
            public static uint Lua_DoStringAddress = 0x3AE6A0;
            public static uint Lua_GetLocalizedTextAddress = 0x1C7590;
    Tried using these but they're not working for me. Are these offsets working for everyone else, or am I just retarded?

    Edit:
    Did a bit of reversing and found that the Lua_DoString address is incorrect. The correct address for it is 0x3ACB50.
    Working addresses:
    Code:
            public static uint Direct3D9__Device = 0xA05E1C;
            public static uint Direct3D9__Device__OffsetA = 0x27E0;
            public static uint Direct3D9__Device__OffsetB = 0xA8;
            public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3190;
            public static uint Lua_DoStringAddress = 0x3ACB50;
            public static uint Lua_GetLocalizedTextAddress = 0x1C7590;
    Last edited by Thongs; 05-08-2011 at 12:02 PM.

  7. #67
    Xelper's Avatar ★ Elder ★
    Reputation
    1024
    Join Date
    Mar 2007
    Posts
    860
    Thanks G/R
    0/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Oops- sorry about that. Thanks Thongs. +rep Corrected it in my first post incase people don't read further.

    I see what happened, I was being lazy and just copied from TOM_RUS's function list... Previously I had just been using FrameScript_Execute... but now I guess it is FrameScript_ExecuteBuffer.
    7AE6A0 FrameScript_Execute
    7ACB50 FrameScript_ExecuteBuffer
    Last edited by Xelper; 05-08-2011 at 04:19 PM.

  8. #68
    TOM_RUS's Avatar Legendary
    Reputation
    914
    Join Date
    May 2008
    Posts
    699
    Thanks G/R
    0/52
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Xelper View Post
    Oops- sorry about that. Thanks Thongs. +rep Corrected it in my first post incase people don't read further.

    I see what happened, I was being lazy and just copied from TOM_RUS's function list... Previously I had just been using FrameScript_Execute... but now I guess it is FrameScript_ExecuteBuffer.
    7AE6A0 FrameScript_Execute
    7ACB50 FrameScript_ExecuteBuffer
    Some functions were renamed according to leaked Mac binary with functions names. And "FrameScript_ExecuteBuffer" was previously "FrameScript_Execute".

  9. #69
    Freibeuter's Avatar Member
    Reputation
    1
    Join Date
    Jul 2009
    Posts
    2
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    4.2.0.14333

    public static uint Direct3D9__Device = 0xA7E20C;
    public static uint Direct3D9__Device__OffsetA = 0x27E8;
    public static uint Direct3D9__Device__OffsetB = 0xA8;
    public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3280;
    public static uint Lua_DoStringAddress = 0x425A30;
    public static uint Lua_GetLocalizedTextAddress = 0x1B22E0;

    Are these addresses correct for 4.2.0.14333?
    At this point
    Hook.DoString("DoEmote(\"Dance\")")
    Wow crashes. :-(
    Last edited by Freibeuter; 07-17-2011 at 08:46 AM.

  10. #70
    Xelper's Avatar ★ Elder ★
    Reputation
    1024
    Join Date
    Mar 2007
    Posts
    860
    Thanks G/R
    0/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Those look like the right addresses to me, I was using iHook about a week ago and those offsets match what I have in my app. Pasted them into Ryuk's example app and they work fine.You are running in DX9 mode correct?

  11. #71
    Freibeuter's Avatar Member
    Reputation
    1
    Join Date
    Jul 2009
    Posts
    2
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Xelper View Post
    Those look like the right addresses to me, I was using iHook about a week ago and those offsets match what I have in my app. Pasted them into Ryuk's example app and they work fine.You are running in DX9 mode correct?
    Thanx for your help!

    My Options:


    Should be correct. (German Client)

  12. #72
    kall12's Avatar Member
    Reputation
    1
    Join Date
    Oct 2009
    Posts
    1
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    hook is slow as **** .. even slower than my autoit hook ...

  13. #73
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
    Reputation
    529
    Join Date
    Nov 2009
    Posts
    1,028
    Thanks G/R
    38/51
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by kall12 View Post
    hook is slow as **** .. even slower than my autoit hook ...
    Then you sir... are doing it wrong
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  14. #74
    Naice's Avatar Member
    Reputation
    1
    Join Date
    Jan 2011
    Posts
    16
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hey Ryuk,

    just checked your sample project and found it nice! good job

    but i got a issue if i try "EnterWorld()" the wowclient crashes but sometimes it work. Any one who get the same error?

    offsets:
    public static uint Direct3D9__Device = 0xA7E20C;
    public static uint Direct3D9__Device__OffsetA = 0x27E8;
    public static uint Direct3D9__Device__OffsetB = 0xA8;
    public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3280;
    public static uint Lua_DoStringAddress = 0x425C20;
    public static uint Lua_GetLocalizedTextAddress = 0x1B25A0;

  15. #75
    debiangrub's Avatar Banned
    Reputation
    0
    Join Date
    Jul 2011
    Posts
    4
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    how i get wow 4.1 offset address?

    ---------- Post added at 12:14 PM ---------- Previous post was at 12:09 PM ----------

    what tools or programe can get/watch the offset address like this????

    how can I see offset 0xA7E20C
    where? what tools?

    public static uint Direct3D9__Device = 0xA7E20C;
    public static uint Direct3D9__Device__OffsetA = 0x27E8;
    public static uint Direct3D9__Device__OffsetB = 0xA8;
    public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3280;
    public static uint Lua_DoStringAddress = 0x425A30;
    public static uint Lua_GetLocalizedTextAddress = 0x1B22E0;



    thanks.

Page 5 of 10 FirstFirst 123456789 ... LastLast

Similar Threads

  1. [C# DLL] aHook, use ASM through EndScene hook
    By JuJuBoSc in forum WoW Memory Editing
    Replies: 81
    Last Post: 5 Days Ago, 02:55 PM
  2. [C#] ASM Injection (CreateRemoteThread)
    By Xartrick in forum WoW Memory Editing
    Replies: 7
    Last Post: 07-23-2013, 10:57 PM
  3. [C#] ASM Injection (SetThreadContext)
    By Xartrick in forum WoW Memory Editing
    Replies: 3
    Last Post: 07-19-2013, 04:33 PM
  4. [question] basic asm injection
    By abuckau907 in forum WoW Memory Editing
    Replies: 12
    Last Post: 03-07-2012, 05:38 AM
  5. About CTM via asm injection
    By N1ghtmaree in forum WoW Memory Editing
    Replies: 11
    Last Post: 08-08-2010, 10:57 AM
All times are GMT -5. The time now is 03:44 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search