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  1. #1
    lweid's Avatar Corporal
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    Subroutine reversing function.

    So per my former post, I was able to learn from the responses and review certain calling conventions used by WoW.

    Being injected I have been able to call various functions now that I need for the tools I am creating. So thank you to all of you who helped me and answered my questions.

    However there is one in particular that frustrates me. I did some debugging on what function is called when a player consumes a noggenfogger and the model is changed into a skeletal fiend. (this is because i hope to be able to create a morph too )

    which is 0x00548170 (not rebased)

    here is the function dump in case you are too lazy to open an analyzer ; ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ S U B R O U T I N E ¦¦¦¦¦¦¦¦¦¦¦¦¦ - Pastebin.com

    now from what I understand since IDA only lists one arg (arg_0) this means the function only takes one argument correct? (sorry I just want to be perfectly clear)

    also, how can I determine the exact data type of the argument, whether it be a pointer/reference etc.

    I dont want pasta, I just want someone to explain.

    thanks

    Subroutine reversing function.
  2. #2
    amadmonk's Avatar Active Member
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    Yes and no. Without evaluating it in context, I can't say for sure, but since it looks like you're calling the framescript signal error routine, I suspect this is a Lua function. Which means that although you get only one C argument passed in, that argument is a pointer to the Lua stack, which can contain 0-n arguments of its own.

    A great deal of WoW is actually "written" in Lua. I don't mean that the actual source code is Lua (although some of it really is... look at the loot frame code some time); rather, it's C-functions that are "extensions" to the built-in Lua scripting engine. These sort of extension functions are callable from Lua; for instance, UnitGUID in WoW's Lua is just a C extension function.

    Again from a quick glance, it looks like this is an object method call off a Lua object (the :SetModel bit in the error text is the clue to the method call). I'm not too familiar with SetModel, so I don't know what object you'd be passing in, but you need to find out what *Lua* object you'd be calling SetModel "against," and pass that object as your first Lua parameter.
    Don't believe everything you think.

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