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  1. #1
    kajko's Avatar Member
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    How to get info about RedMessage?

    Hello all,

    Does anyone have time/will to explain to me how to get info about last Red Message displayed to the player (target too far, not in line of sight, etc...).

    Thanks

    How to get info about RedMessage?
  2. #2
    Azzie2k8's Avatar Member
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    Originally Posted by kajko View Post
    Hello all,

    Does anyone have time/will to explain to me how to get info about last Red Message displayed to the player (target too far, not in line of sight, etc...).

    Thanks
    I assume it is a char array stored at some point in memory. Why not just try to read it ? Just rebase and hope it is 0-terminated...

  3. #3
    kajko's Avatar Member
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    tx for rply,

    I did, no results, hence my post here...
    I was, also, looking for memory pointer to ID of the message, no luck as well, maybe old IDs are changed ?

    Kajko

  4. #4
    Azzie2k8's Avatar Member
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    Originally Posted by kajko View Post
    tx for rply,

    I did, no results, hence my post here...
    I was, also, looking for memory pointer to ID of the message, no luck as well, maybe old IDs are changed ?

    Kajko
    According to TOM_RUS' post I think you are looking for this (assuming you are running the client version of the stickie)
    832B40 CGGameUI::LastErrorMessage
    Btw if you want help you should probably post your code and explain a bit more what exactly your issue is.

  5. #5
    kajko's Avatar Member
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    Hello,

    I am out of process, so calling funcs inside client is ooq.
    I was using TOM_RUS' info:

    lastWowErrorMessage = 0xA1D180

    First was looking for text, no luck.
    Then i was reading 16 bit value trying to get messageid as in:


    ...

    enum ERROR_MESSAGE
    {
    ERR_INV_FULL = 0x0,
    ERR_BANK_FULL = 0x1,
    ERR_CANT_EQUIP_LEVEL_I = 0x2,
    ...

    ERR_BN_FRIEND_REQUEST_SENT = 0x2D8,
    ERR_BN_BROADCAST_THROTTLE = 0x2D9,
    ERR_MESSAGE_COUNT = 0x2DA
    }

    By the size of the last ID i assume it is 16 bit value, maybe i am wrong.

    Kajko

  6. #6
    Robske's Avatar Contributor
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    They may be an outrageously wild idea, but you could take a look at CGGameUI::LastErrorMessage and see where your value gets stored.
    "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

  7. #7
    Azzie2k8's Avatar Member
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    Originally Posted by Robske View Post
    They may be an outrageously wild idea, but you could take a look at CGGameUI::LastErrorMessage and see where your value gets stored.
    Oh come on stop that crazy talk ! Thats insane

  8. #8
    caytchen's Avatar Contributor
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    Oh he did check the function, thats how he got the offset. Then his brain defaulted back to asking because he didn't get the idea of checking the xrefs to see what type of data to expect there. (hint: it will be a string)

  9. #9
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    Code:
    .text:00432B40 CGGameUI__LastErrorMessage proc near    ; CODE XREF: Spell_C_SpellFailed+A07p
    .text:00432B40                                         ; Spell_C_SpellFailed+AC5p
    .text:00432B40                 mov     eax, offset unk_A1D180
    .text:00432B45                 retn
    .text:00432B45 CGGameUI__LastErrorMessage endp
    EDIT: caytchen beat me

  10. #10
    kajko's Avatar Member
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    Thanks all,

    This:

    ...
    CString str;
    str = m_wowMem.ReadString( m_nModulBaseAddress + RedMessage );
    ...

    now works....it did not before i asked question....(maybe there was no error message to display before...as they say: It works better if u turn it ON silly me...)

    Thanks again...
    Kajko

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