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

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  1. #106
    Edder's Avatar Active Member
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    Nice dll, but it doesnt work for clients <= 3.3.5a because of the BaseAddress use in the dll?!

    edit: well it does work, but you have to write your own DoString function without the BaseAddress, am I right?
    Last edited by Edder; 12-04-2011 at 05:46 AM.

    [C# DLL] iHook, EndScene ASM Injection!
  2. #107
    akarner's Avatar Private
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    Since Patch 4.3 its impossible for me to get the LocalizedText from LUA ... i used the simplest example (with latest offsets)
    Hook.DoString("freeslots = GetContainerNumFreeSlots(0) + GetContainerNumFreeSlots(1) + GetContainerNumFreeSlots(2) + GetContainerNumFreeSlots(3) + GetContainerNumFreeSlots(4)");
    Console.WriteLine("Bag Space: " + Hook.GetLocalizedText("freeslots"));
    But my Client crashes, when i run this...
    please help

  3. #108
    Vandra's Avatar Contributor
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    Originally Posted by akarner View Post
    Since Patch 4.3 its impossible for me to get the LocalizedText from LUA ... i used the simplest example (with latest offsets)


    But my Client crashes, when i run this...
    please help
    Which offsets are you using ?

  4. #109
    vitecp's Avatar Corporal
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    Can I use this DLL to Hook.DoString("InteractUnit(unit)"); ??

  5. #110
    lasbat's Avatar Member
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    4.3.3.15354
    Code:
    public static uint Direct3D9__Device = 0xABD694;      
    public static uint Direct3D9__Device__OffsetA = 0x2800;
    public static uint Direct3D9__Device__OffsetB = 0xA8;
    public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3200;
    public static uint Lua_DoStringAddress = 0x43A810;
    public static uint Lua_GetLocalizedTextAddress = 0x1BB6E0;
    tested and working with these

    and btw
    GetLocalizedText doesnt work on russian realms: returns ?????????(and it is really "?" tried to decode it, but no luck) <- can anyone help with that?

  6. #111
    Wildbreath's Avatar Contributor
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    try to read a byte buffer from GetLocalizedText return ptr and encode it with Encoding.UTF8.GetString(buffer)

  7. #112
    eracer's Avatar Contributor
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    5.0.5.16057

    Code:
            public static uint Direct3D9__Device = 0xAD773C;
            public static uint Direct3D9__Device__OffsetA = 0x27F8;
            public static uint Direct3D9__Device__OffsetB = 0xA8;
            public static uint ClntObjMgrGetActivePlayerObjAddress = 0x34D0;
            public static uint Lua_DoStringAddress = 0x75350;
            public static uint Lua_GetLocalizedTextAddress = 0x48D7F0;
    I tried the example project with these updated offsets, both with and without administrator privileges but it crashes every time at Hook.DoString("DoEmote(\"Dance\")");

    Edit: I was wrong, it is crashing at Hook.Appy
    Last edited by eracer; 09-22-2012 at 07:11 PM.

  8. #113
    ~Unknown~'s Avatar Contributor
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    Originally Posted by eracer View Post
    5.0.5.16057

    Code:
            public static uint Direct3D9__Device = 0xAD773C;
            public static uint Direct3D9__Device__OffsetA = 0x27F8;
            public static uint Direct3D9__Device__OffsetB = 0xA8;
            public static uint ClntObjMgrGetActivePlayerObjAddress = 0x34D0;
            public static uint Lua_DoStringAddress = 0x75350;
            public static uint Lua_GetLocalizedTextAddress = 0x48D7F0;
    I tried the example project with these updated offsets, both with and without administrator privileges but it crashes every time at Hook.DoString("DoEmote(\"Dance\")");

    Edit: I was wrong, it is crashing at Hook.Appy
    Your app is running as administrator as well as the 32bit wow exe? I have no problems with the library at the time of posting.

  9. #114
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by ~Unknown~ View Post
    Your app is running as administrator as well as the 32bit wow exe? I have no problems with the library at the time of posting.
    Hook.Apply will crash if you/wow are not admin and if you have invalid addresses.
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  10. #115
    eracer's Avatar Contributor
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    I found out it is because I am running windows 8, the exact same solution works fine in windows 7.

  11. #116
    ~Unknown~'s Avatar Contributor
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    Originally Posted by eracer View Post
    I found out it is because I am running windows 8, the exact same solution works fine in windows 7.
    Ha, I tried out Windows 8 and am not sure if I like it or not. For future compatibility you are suggesting it still doesn't work on Windows 8 or it does function now?

  12. #117
    eracer's Avatar Contributor
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    iHook won't work on windows 8 the way it is currently because the endscene functions that are hooked/detoured are different on windows 8.

    Win 7 EndScene looks like (5 bytes)
    ----------------------------------------
    mov edi, edi
    push ebp
    mov ebp, esp

    Win 8 EndScene looks like this (7 bytes)
    ------------------------------------
    push 14
    mov eax, d3d9.dll+149A0C

    I ended up writing my own version of iHook that uses BeaEngine to disassemble the functions so it can work on both win7 and win8 so I know iHook could do something similar but that would be up to Ryuk since it is closed source.
    Last edited by eracer; 10-10-2012 at 05:23 AM.

  13. #118
    Jeepers's Avatar Member
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    I'm having some weird problems here... The Hook is properly applied and Hook.doString() works just fine, but whenever i try to inject asm my wow (32*,admin) just crashes...

    here's the code for my ctm-func:
    Code:
    internal void ClickToMove(Single x, Single y, Single z, UInt64 guid = 0, Int32 action = 0x4, Single precision = 2.5f)
            {
                // Allocate Memory:
                UInt32 Pos_Codecave = Memory.AllocateMemory(0x4 * 3);
                UInt32 GUID_Codecave = Memory.AllocateMemory(0x8);
                UInt32 Precision_Codecave = Memory.AllocateMemory(0x4);
                // Write value:
                Memory.Write<UInt64>(GUID_Codecave, guid);
                Memory.Write<float>(Precision_Codecave, precision);
                Memory.Write<float>(Pos_Codecave, x);
                Memory.Write<float>(Pos_Codecave + 0x4, y);
                Memory.Write<float>(Pos_Codecave + 0x8, z);
                // BOOL __thiscall CGPlayer_C__ClickToMove(WoWActivePlayer *this, CLICKTOMOVETYPE clickType, WGUID *interactGuid, WOWPOS *clickPos, float precision)
                string[] asm = new string[]
                {
                    "mov edx, [" + Precision_Codecave + "]",
                    "push edx",
                    "call " + (uint)Offsets.Global.ClntObjMgrGetActivePlayerObj+Memory.BaseAddress,
                    "mov ecx, eax",
                    "push " + Pos_Codecave,
                    "push " + GUID_Codecave,
                    "push " + action,
                    "call " + (uint)Offsets.CTM.CGPlayer_C__ClickToMove+Memory.BaseAddress,
                    "retn",
                };
                Hook.InjectAndExecute(asm);
                Memory.FreeMemory(Pos_Codecave);
                Memory.FreeMemory(GUID_Codecave);
                Memory.FreeMemory(Precision_Codecave);
            }
    //Offsets used:
                FrameScript_ExecuteBuffer = 0x75350,            // 5.0.5
                ClntObjMgrGetActivePlayerObj = 0x4034D0,        // 5.0.5
                FrameScript__GetLocalizedText = 0x48D7F0,       // 5.0.5
                Direct3D9__Device = 0xAD773C,                   // 5.0.5
                Direct3D9__Device__OffsetA = 0x27F8,            // 5.0.5
                Direct3D9__Device__OffsetB = 0xA8,              // 5.0.5
                CGPlayer_C__ClickToMove = 0x493760,             // 5.0.5
    Anyone else ever experienced this? I would really appreciate your help ;D
    Last edited by Jeepers; 10-11-2012 at 08:43 AM. Reason: offsets added...

  14. #119
    Frosttall's Avatar Active Member
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    Originally Posted by Jeepers View Post
    I'm having some weird problems here... The Hook is properly applied and Hook.doString() works just fine, but whenever i try to inject asm my wow (32*,admin) just crashes...

    here's the code for my ctm-func:
    Code:
    internal void ClickToMove(Single x, Single y, Single z, UInt64 guid = 0, Int32 action = 0x4, Single precision = 2.5f)
            {
                // Allocate Memory:
                UInt32 Pos_Codecave = Memory.AllocateMemory(0x4 * 3);
                UInt32 GUID_Codecave = Memory.AllocateMemory(0x8);
                UInt32 Precision_Codecave = Memory.AllocateMemory(0x4);
                // Write value:
                Memory.Write<UInt64>(GUID_Codecave, guid);
                Memory.Write<float>(Precision_Codecave, precision);
                Memory.Write<float>(Pos_Codecave, x);
                Memory.Write<float>(Pos_Codecave + 0x4, y);
                Memory.Write<float>(Pos_Codecave + 0x8, z);
                // BOOL __thiscall CGPlayer_C__ClickToMove(WoWActivePlayer *this, CLICKTOMOVETYPE clickType, WGUID *interactGuid, WOWPOS *clickPos, float precision)
                string[] asm = new string[]
                {
                    "mov edx, [" + Precision_Codecave + "]",
                    "push edx",
                    "call " + (uint)Offsets.Global.ClntObjMgrGetActivePlayerObj+Memory.BaseAddress,
                    "mov ecx, eax",
                    "push " + Pos_Codecave,
                    "push " + GUID_Codecave,
                    "push " + action,
                    "call " + (uint)Offsets.CTM.CGPlayer_C__ClickToMove+Memory.BaseAddress,
                    "retn",
                };
                Hook.InjectAndExecute(asm);
                Memory.FreeMemory(Pos_Codecave);
                Memory.FreeMemory(GUID_Codecave);
                Memory.FreeMemory(Precision_Codecave);
            }
    //Offsets used:
                FrameScript_ExecuteBuffer = 0x75350,            // 5.0.5
                ClntObjMgrGetActivePlayerObj = 0x4034D0,        // 5.0.5
                FrameScript__GetLocalizedText = 0x48D7F0,       // 5.0.5
                Direct3D9__Device = 0xAD773C,                   // 5.0.5
                Direct3D9__Device__OffsetA = 0x27F8,            // 5.0.5
                Direct3D9__Device__OffsetB = 0xA8,              // 5.0.5
                CGPlayer_C__ClickToMove = 0x493760,             // 5.0.5
    Anyone else ever experienced this? I would really appreciate your help ;D
    Try it with
    Code:
                    "push [" + Pos_Codecave + "]",
                    "push [" + GUID_Codecave + "]",
                    "push [" + action + "]",
    Even if a codecave (or injection in general) isn't required at all, but this should work

  15. #120
    Jeepers's Avatar Member
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    Okay... just tried that - didnt work ;D

    i get two Exceptions everytime i try to inject ASM...(should have mentioned that earlier^^)

    Code:
    Exception : 
    System.Exception: Assembly failed! Error code: -120; Error Line: 5
     at Fasm.ManagedFasm.Inject(IntPtr hProcess, UInt32 dwAdress)
     at Fasm.ManagedFasm.Inject(UInt32 dwAdress)
     at (Object, UInt 32)
     at iHook.Hook. (String[], UInt32)
    Code:
    Exception:
    System.Exception: Could not write the specified bytes! 05FF0000 [5]
     at iHook.Memory.WriteBytes(UInt32 adress, Byte[] val)
     at iHook.Hook.InjectAndExecute(String [] ASM)
    These exceptions even occur when i leave the string array empty... i just wonder why this is happening, because "doString" is injecting asm as well and is working...
    Last edited by Jeepers; 10-11-2012 at 11:38 AM.

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