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  1. #31
    NitroGlycerine's Avatar Member
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    Originally Posted by evil2 View Post
    no, spellcd is the same
    Thanks! (turned out I was using a wrong offset)

    Anyone stumbled on the aura table offsets per chance?
    Last edited by NitroGlycerine; 08-30-2012 at 01:47 PM.

    [WoW][5.0.4.16016] x86 Info Dump Thread
  2. #32
    hamburger12's Avatar Contributor CoreCoins Purchaser
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    DWORD PlayerBasePointer = 0x00A6D420;//Ready
    DWORD PlayerBaseOffset1 = 0x48;//Ready
    DWORD PlayerBaseOffset2 = 0x24;//Ready

  3. #33
    kingcrypto's Avatar Member
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    nameStorePtr = 0xBB6C50 + 0x8
    nameMaskOffset = 0x24;
    nameBaseOffset = 0x1C;
    nameStringOffset = 0x21;

  4. #34
    NitroGlycerine's Avatar Member
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    Anyone found the aura tables yet? I'm struggling to find them.

  5. #35
    kingcrypto's Avatar Member
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    Originally Posted by NitroGlycerine View Post
    Anyone found the aura tables yet? I'm struggling to find them.
    i am try to find all day but not success

  6. #36
    Frosttall's Avatar Active Member
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    PHP Code:
    public struct AuraStruct
            
    {
                public 
    int Unk0//0 - 3                <--------------------------------------Type guessed
                
    public int NbVariableEffects//4 - 7
                
    public uint VariableEffectsPtr//8 - 11
                
    public int Unk12//12 - 15             <--------------------------------------Type guessed
                
    public ulong CreatorGuid//16 - 23
                
    public int AuraId//24 - 27
                
    public byte Unk28//28                 <--------------------------------------Type guessed
                
    public byte StackCount//29 
                
    public ushort Level//30 - 31
                
    public uint Duration//32 - 35
                
    public uint EndTime//36 - 39

                //Don't know what they're used for
                
    public float VariableEffect1 get { return WowMem.Read<float>(WowMem.Read<uint>(VariableEffectsPtr)); } }
                public 
    float VariableEffect2 get { return WowMem.Read<float>(WowMem.Read<uint>(VariableEffectsPtr) + 4); } }
                public 
    float VariableEffect3 get { return WowMem.Read<float>(WowMem.Read<uint>(VariableEffectsPtr) + 8); } }
            } 
    PHP Code:
    int v14 WowMem.Read<int>(Unit.BaseAddress MemEnums.BuffOffsets.AURA_COUNT_1);
                
    int v15 v14;
                if (
    v14 == -1)
                    
    v15 WowMem.Read<int>(Unit.BaseAddress MemEnums.BuffOffsets.AURA_COUNT_2);
                for (
    uint i 0v15i++)
                {
                    
    uint v17;
                    if (
    v14 == -1)
                        
    v17 WowMem.Read<uint>(Unit.BaseAddress + (uint)MemEnums.BuffOffsets.AURA_TABLE1) + (uint)(* (uint)MemEnums.BuffOffsets.AURA_SIZE);
                    else
                        
    v17 Unit.BaseAddress + (uint)MemEnums.BuffOffsets.AURA_TABLE2 + (uint)(* (uint)MemEnums.BuffOffsets.AURA_SIZE);

                    if (
    v17 == 0) continue;
                    var 
    spellId WowMem.Read<uint>(v17 + (uint)MemEnums.BuffOffsets.AURA_SPELL_ID);
                    if (
    spellId <= 0) continue;


                    if (
    Auras.ContainsKey(v17))
                        
    Auras[v17].Update(v17);
                    else
                        
    Auras.Add(v17, new WowAura(v17));
                } 

    Code:
    public enum BuffOffsets : uint
            {
                AURA_COUNT_1 = 0x1058, 
                AURA_COUNT_2 = 0xD5C,   
                AURA_TABLE1 = 0xD60,    
                AURA_TABLE2 = 0xD58,     
                AURA_SIZE = 0x30,      
                AURA_SPELL_ID = 0x18,   
            }
    Last edited by Frosttall; 09-03-2012 at 04:39 PM.

  7. #37
    kingcrypto's Avatar Member
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    thx mate very usefull

  8. #38
    Jokur's Avatar Sergeant
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    Struggling with finding current spec. Anyone had any luck with it ?

  9. #39
    Sacred's Avatar Contributor
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    Originally Posted by Jokur View Post
    Struggling with finding current spec. Anyone had any luck with it ?
    Code:
            public Enums.Specialization CurrentSpecialization
            {
                get
                {
                        uint specializationGroup = Memory.BlackMagic.Read<uint>(Memory.WowBaseAddress + 0xCC82F4) + 1;
                        uint specializationIndex = Memory.BlackMagic.Read<uint>(Memory.WowBaseAddress + 0xCC8310 + (0x8 + (specializationGroup* 0x24)));
                        return (Enums.Specialization) specializationIndex;
                }
            }
    For specialization enum see Constant data thread, i posted it there.

  10. #40
    Pete550's Avatar Member
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    Originally Posted by Jokur View Post
    Struggling with finding current spec. Anyone had any luck with it ?
    PlayerFields.CurrentSpecID

    specialization enum see sacreds post

  11. #41
    Jokur's Avatar Sergeant
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    Thanks guys.

  12. #42
    guizmows's Avatar Banned
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    Here are few updated DBC structs :

    Map.dbc
    PHP Code:
    [StructLayout(LayoutKind.Sequential)]
        
    struct Map
        
    {
            public 
    int id;
            public 
    uint iname;
            public 
    int type;
            public 
    int flags;
            public 
    int unk1;
            public 
    int unk2;
            public 
    uint name;
            public 
    int linkedZone;
            public 
    uint hordeIntro;
            public 
    uint allianceIntro;
            public 
    int multimap_id;
            public 
    float BattlefieldMapIconScale;
            public 
    int ghost_entrance_map;
            public 
    float ghost_entrance_x;
            public 
    float ghost_entrance_y;
            public 
    int timeOfDayOverride;
            public 
    int addon;
            public 
    int unkTime;
            public 
    int maxPlayers;

        }; 
    SpellCooldowns.dbc
    PHP Code:
    [StructLayout(LayoutKind.Sequential)]
        
    internal struct SpellCooldowns //5.0.4
        
    {
            public 
    int id;
            public 
    int unk1;
            public 
    int unk2;
            public 
    uint CoolDown;
            public 
    uint m_recoveryTime;
            public 
    uint GlobalCoolDown;
        } ; 
    SpellEffect.dbc
    PHP Code:
        [StructLayout(LayoutKind.Sequential)]
        public 
    struct SpellEffectRec //5.0.4
        
    {
            public 
    uint Id;
            public 
    uint unk1;
            public 
    uint EffectType;
            public 
    float EffectMultipleValue;
            public 
    uint EffectApplyAuraName;
            public 
    uint EffectAmplitude;
            public 
    int EffectBasePoints;
            public 
    float unk_320_4;
            public 
    float DmgMultiplier;
            public 
    uint EffectChainTarget;
            public 
    int EffectDieSides;
            public 
    uint EffectItemType;
            public 
    uint EffectMechanic;
            public 
    int EffectMiscValue;
            public 
    int EffectMiscValueB;
            public 
    float EffectPointsPerComboPoint;
            public 
    uint EffectRadiusIndex;
            public 
    uint EffectRadiusMaxIndex;
            public 
    float EffectRealPointsPerLevel;
            public 
    uint EffectSpellClassMask1;
            public 
    uint EffectSpellClassMask2;
            public 
    uint EffectSpellClassMask3;
            public 
    float unk2;
            public 
    uint EffectTriggerSpell;
            public 
    float unk3//looks like an angle
            
    public uint EffectImplicitTargetA;
            public 
    uint EffectImplicitTargetB;
            public 
    uint EffectSpellId;
            public 
    uint EffectIndex;
            public 
    uint unk4;
        } 


    SpellLevels.dbc
    PHP Code:
        [StructLayout(LayoutKind.Sequential)]
        
    internal struct SpellLevelsRec //5.0.4
        
    {
            public 
    uint Id
            public 
    int SpellId;
            public 
    uint flag//0 2 4 5
            
    public uint baseLevel
            public 
    uint maxLevel
            public 
    uint spellLevel
        } ; 
    PHP Code:
    struct SpellMiscRec
    {
      
    int Id;
      
    int SpellId;
      
    int int8;
      
    int intC;
      
    int int10;
      
    int int14;
      
    int int18;
      
    int int1C_Flags;
      
    int int20;
      
    int int24;
      
    int int28;
      
    int int2C;
      
    int int30;
      
    int int34;
      
    int int38;
      
    int SpellCastTimesId;
      
    int SpellDurationId;
      
    int SpellRangeId;
      
    float float48_TimeOrSpeedRelated;
      
    int SpellVisualId;
      
    int SpellVisualId_OverrideMaybe;
      
    int SpellIconId;
      
    int int58;
      
    int int5C_Flags;
    }; 
    I'm stuck on Spell.dbc
    here is what I've found so far
    PHP Code:
    [StructLayout(LayoutKind.Sequential)]
        
    internal struct SpellRec //not correct yet
        
    {
            public 
    int m_Id;
            public 
    uint s_spellName// Localized Name
            
    public uint s_type
            public 
    uint s_description;
            public 
    uint s_effectDescription;
            public 
    uint m_SpellRuneCostId
            public 
    uint m_unk1;
            public 
    uint m_unk2;
            public 
    float m_unk3;
            public 
    uint m_SpellScalingId;
            public 
    uint m_SpellAuraOptionsId;
            public 
    uint m_SpellAuraRestrictionsId;
            public 
    int m_SpellCastingRequirementsId;
            public 
    int m_SpellCategoriesId;
            public 
    int m_SpellClassOptionsId;
            public 
    int m_SpellCooldownsID;        //confirmed
            
    public int m_SpellEquippedItemsId;
            public 
    uint m_SpellInterruptsId;
            public 
    uint m_SpellLevelId;            //confirmed
            
    public int m_SpellReagentsId;
            public 
    int m_SpellShapeshiftId;
            public 
    uint s_name2;                // don't realy know but it's a text                 
            
    public uint s_nameSubtext
            public 
    uint s_unk//             Description
            
    public uint s_auraDescription;   //text
        
    } ; 
    Fill free to correct me

    Appoc : this looks a bit different from what you've found.
    Last edited by guizmows; 09-01-2012 at 05:44 PM.

  13. #43
    Mike1786's Avatar Member
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    maybe some else need it

    UNIT_FIELD_BYTES_0 = 0x7 + 0x12
    UNIT_FIELD_BYTES_1 = 0x7 + 0x3E
    UNIT_FIELD_BYTES_2 = 0x7 + 0x72

  14. #44
    Frosttall's Avatar Active Member
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    Seems like that nobody had CGGameObject_C::IsSolidSelectable in his list. It's at 5A3AF0 (not rebased)

    IsSolid: WowGameObject.BaseAddress + 0x21C
    Last edited by Frosttall; 09-02-2012 at 05:11 AM.

  15. #45
    Sacred's Avatar Contributor
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    Some stuff:
    Code:
    public enum Arena
    {
        Arena1GUID = 0xCC8460,
        Arena2GUID = Arena1GUID + 0x8,
        Arena3GUID = Arena2GUID + 0x8,
        Arena4GUID = Arena3GUID + 0x8,
        Arena5GUID = Arena4GUID + 0x8
    }
    
    public enum Macros
    {
        nbGeneralMacros = 0xCDBC00,
        nbSpecificMacros = nbGeneralMacros + 0x4
        Base = 0xA8CE2C,
        Next = 0x10,
        Name = 0x20,
        Icon = 0x60,
        Body = 0x160,
        IsCharSpecific = 0x1000000
    }
    
    public enum Keybindings
    {
        Base = 0xCC8290,
        First = 0xC8,
        Next = 0xC0,
        KeyString = 0x14,
        ActionString = 0x28,
    }
    
    public enum UIFrame
    {
        CurrentFrame_Ptr = 0xAD712C,
        CurrentFrame_Offset = 0x88,
        FirstFrame = 0x0CE4,
        NextFrame = 0x0CDC,
        RegionsFirst = 0x170
        RegionsNext = 0x168,
        UnkDivWidth = 0xA15C04,
        UnkDivHeight = UnkDivWidth + 0x4,
        FrameBottom = 0x68,
        FrameLeft = FrameBottom + 0x4,
        FrameTop = FrameBottom + 0x8,
        FrameRight = FrameBottom + 0xC,
        ParentPtr = 0x98,
        EffectiveScale = 0x80,
        Name = 0x1C,
        LabelText = 0xF8,
        EditBoxText = 0x208,
        Visible = 0x64,
        Visible_Mask = 0x1A,
        Enabled = 0x200,
        EnabledMask = 0xF,
        AttachmentHasItem = 0x224,
        ButtonChecked = 0x238,
        CooldownStart = 0x1F0,
        CooldownTime = 0x1F4
    }

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