[WoW][5.0.5.16048] x86 Info Dump Thread menu

User Tag List

Page 2 of 6 FirstFirst 123456 LastLast
Results 16 to 30 of 82
  1. #16
    J0llyGr33n's Avatar Corporal
    Reputation
    1
    Join Date
    Sep 2011
    Posts
    20
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Didn't check to see if they where posted, but to ensure they do get posted here they are

    Code:
    enum eUNIT_DATA : DWORD
    { // descriptors located at 0x8
    	eCurrentHealthOffset = 0x6C,
    	eMaxHealthOffset = 0x84,
    	eCurrentManaOffset = 0x70,
    	eMaxManaOffset = 0x88,
    	eCurrentLevelOffset = 0xC4
    };
    Code:
    enum eMovementData : DWORD
    {
     eMovementDataField = 0xE4,
     eX = 0x10,
     eY =  0x14,
     eZ =  0x18,
     eRotation = 0x20,
     eFlags = 0x38
    };
    Its working on my end, and is checked in 32, not 64


    EDIT:
    It also looks like Target's GUID is at (descriptors + 0x4C) once again didnt check if it was in here. Cheers.
    example: std::cout << ReadUINT64(descriptors + 0x4C);
    and yes it would be more effective to template my memory function :P
    Last edited by J0llyGr33n; 09-14-2012 at 04:20 PM. Reason: added new offset

    [WoW][5.0.5.16048] x86 Info Dump Thread
  2. #17
    mtz's Avatar Member
    Reputation
    1
    Join Date
    Sep 2012
    Posts
    7
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    has anyone found spellCooldownPtr?

  3. #18
    evil2's Avatar Active Member
    Reputation
    27
    Join Date
    Feb 2009
    Posts
    164
    Thanks G/R
    25/9
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by mtz View Post
    has anyone found spellCooldownPtr?
    SpellCooldownPtr +8 = 0xBD0B68

  4. #19
    daCoder's Avatar Sergeant
    Reputation
    22
    Join Date
    Sep 2012
    Posts
    65
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Anybody know what kind of information is located at Player+0xBC0 ? It looks like some kind of flag.
    If i stand it is set to 0xC500, if i jump or fall, it changes to 0xc580.
    The movementflag for falling is 0x800, it is not the same bit as for the movementflags.

    Update:
    0xAC580: Inside water and breathing (Movementflag: 0x100000)
    0x2C580: Inside water and not breathing (Movementflag: 0x100000)
    Last edited by daCoder; 09-15-2012 at 10:05 AM. Reason: 2 Flags added
    My Youtube Vidoes: https://www.youtube.com/user/daCoderVids
    OpenHack: https://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-bots-programs/384086-open-souce-project-wow-1-12-1-a.html

  5. #20
    romb0t's Avatar Member
    Reputation
    79
    Join Date
    Dec 2011
    Posts
    212
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I don't think that someone has posted those yet so...

    Code:
            internal enum UnitAuras : uint
            {
                AuraCount1 = 0x1058,
                AuraCount2 = 0xD5C,
                AuraTable1 = 0xD58,
                AuraTable2 = 0xD60,
                AuraSize = 0x30,
                AuraSpellId = 0x18,
                AuraStack = 0x1D,
                TimeLeft = 0x24, 
            }

  6. #21
    eracer's Avatar Contributor
    Reputation
    201
    Join Date
    Feb 2011
    Posts
    75
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    daCoder, I think this is probably the stuff you are finding.

    These are good for 16048 and 16057

    Code:
    MovementField = 0xE4
    
    0092AB70 Script_UnitAffectingCombat
    0092D580 Script_IsOutOfBounds
    0092D5F0 Script_IsFalling
    0092D6B0 Script_IsSwimming
    0092D770 Script_IsSubmerged
    0092D830 Script_IsFlying
    0092D950 Script_IsMounted
    Code:
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum InCombat
            {
                // Reversed from Script_UnitAffectingCombat
                // if ( (*(*(ObjectPointer + 0xDC) + 0xBC) >> 0x13u) & 1 ) return true;
                Offset1 = 0xDC,
                Offset2 = 0xBC,
                Mask = 0x13,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsOutOfBounds
            {
                // Reversed from Script_IsOutOfBounds
                // if ( ObjectPointer && (*(*(ObjectPointer + 0x1330) + 8) >> 0xEu) & 1 ) return true;
                Offset1 = 0x1330,
                Offset2 = 0x8,
                Shift = 0xE,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsFalling
            {
                // Reversed from Script_IsFalling
                // if ( ObjectPointer && (v6 = *(*(ObjectPointer + 0xE4) + 0x38), v6 & 0x800) && !(v6 & 0x400) ) return true;
                Offset = 0x38,
                Mask1 = 0x800,
                Mask2 = 0x400
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsSwimming
            {
                // Reversed from Script_IsSwimming
                // if ( ObjectPointer && *(*(ObjectPointer + 0xE4) + 0x38) & 0x100000 ) return true;
                Offset = 0x38,
                Mask = 0x100000,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsSubmerged
            {
                // Reversed from Script_IsSubmerged
                // if ( ObjectPointer && *(ObjectPointer + 0xBC0) & 0x20000 ) return true;
                Offset = 0xBC0,
                Mask = 0x20000,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            internal enum IsFlying
            {
                // Reversed from Script_IsFlying
                // if ( &unk_1000000 & *(*(ObjectPointer + 0xE4) + 0x38) ) return true;
                Offset = 0x38,
                Mask = 0x1000000,
                IsFlyingCapable_Mask = 0x800000,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsMounted
            {
                // Reversed from Script_IsMounted
                //if ( !ObjectPointer || *(ObjectPointer + 0xB70) <= 0 || *(ObjectPointer + 0xBC0) & 0x200000 ) return false;
                Offset1 = 0xB70,
                Offset2 = 0xBC0,
                Mask = 0x200000,
            }
    Last edited by eracer; 09-15-2012 at 09:37 PM.

  7. #22
    Apoc's Avatar Angry Penguin
    Reputation
    1387
    Join Date
    Jan 2008
    Posts
    2,750
    Thanks G/R
    0/12
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by eracer View Post
    daCoder, I think this is probably the stuff you are finding.

    These are good for 16048 and 16057

    Code:
    MovementField = 0xE4
    
    0092AB70 Script_UnitAffectingCombat
    0092D580 Script_IsOutOfBounds
    0092D5F0 Script_IsFalling
    0092D6B0 Script_IsSwimming
    0092D770 Script_IsSubmerged
    0092D830 Script_IsFlying
    0092D950 Script_IsMounted
    Code:
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum InCombat
            {
                // Reversed from Script_UnitAffectingCombat
                // if ( (*(*(ObjectPointer + 0xDC) + 0xBC) >> 0x13u) & 1 ) return true;
                Offset1 = 0xDC,
                Offset2 = 0xBC,
                Mask = 0x13,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsOutOfBounds
            {
                // Reversed from Script_IsOutOfBounds
                // if ( ObjectPointer && (*(*(ObjectPointer + 0x1330) + 8) >> 0xEu) & 1 ) return true;
                Offset1 = 0x1330,
                Offset2 = 0x8,
                Shift = 0xE,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsFalling
            {
                // Reversed from Script_IsFalling
                // if ( ObjectPointer && (v6 = *(*(ObjectPointer + 0xE4) + 0x38), v6 & 0x800) && !(v6 & 0x400) ) return true;
                Offset = 0x38,
                Mask1 = 0x800,
                Mask2 = 0x400
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsSwimming
            {
                // Reversed from Script_IsSwimming
                // if ( ObjectPointer && *(*(ObjectPointer + 0xE4) + 0x38) & 0x100000 ) return true;
                Offset = 0x38,
                Mask = 0x100000,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsSubmerged
            {
                // Reversed from Script_IsSubmerged
                // if ( ObjectPointer && *(ObjectPointer + 0xBC0) & 0x20000 ) return true;
                Offset = 0xBC0,
                Mask = 0x20000,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            internal enum IsFlying
            {
                // Reversed from Script_IsFlying
                // if ( &unk_1000000 & *(*(ObjectPointer + 0xE4) + 0x38) ) return true;
                Offset = 0x38,
                Mask = 0x1000000,
                IsFlyingCapable_Mask = 0x800000,
            }
    
            /// <summary>
            ///   5.0.5.16057
            /// </summary>
            public enum IsMounted
            {
                // Reversed from Script_IsMounted
                //if ( !ObjectPointer || *(ObjectPointer + 0xB70) <= 0 || *(ObjectPointer + 0xBC0) & 0x200000 ) return false;
                Offset1 = 0xB70,
                Offset2 = 0xBC0,
                Mask = 0x200000,
            }
    Descriptors... please...

    Code:
    signed int __cdecl lua_IsOutOfBounds(int lua_State){
      __int64 playerGuid; // qax@1
      CGPlayer *player; // eax@1
      signed int result; // eax@3
    
    
      playerGuid = ClntObjMgrGetActivePlayer();
      player = (CGPlayer *)ClntObjMgrObjectPtr(playerGuid, OT_PLAYER);
      if ( player && (player->PlayerFields->PlayerFlags >> 14) & 1 )
      {
        FrameScript::PushNumber(lua_State, 1.0);
        result = 1;
      }
      else
      {
        FrameScript::PushNil(lua_State);
        result = 1;
      }
      return result;
    }

  8. #23
    migtron's Avatar Corporal
    Reputation
    18
    Join Date
    Jun 2010
    Posts
    22
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Here is a dump of all descriptors. Unfortunately, there is no explicit type information included like in pre-MoP versions (or at least I couldn't find it anywhere). I guessed some obvious types and left the rest as generic UINT32.

    Code:
    class CGObjectData {
    public:
    	UINT64 m_guid;
    	UINT64 m_data;
    	UINT16 m_type[2];
    	UINT32 m_entryID;
    	float m_scale;
    
    };
    
    class CGUnitData : public CGObjectData {
    public:
    	UINT64 charm;
    	UINT64 summon;
    	UINT32 critter[2];
    	UINT64 charmedBy;
    	UINT64 summonedBy;
    	UINT64 createdBy;
    	UINT64 target;
    	UINT64 channelObject;
    	UINT32 channelSpell;
    	UINT32 summonedByHomeRealm;
    	BYTE displayPower[4];
    	UINT32 overrideDisplayPowerID;
    	UINT32 health;
    	UINT32 power[5];
    	UINT32 maxHealth;
    	UINT32 maxPower[5];
    	UINT32 powerRegenFlatModifier[5];
    	UINT32 powerRegenInterruptedFlatModifier[5];
    	UINT32 level;
    	UINT32 factionTemplate;
    	UINT32 virtualItemID[3];
    	UINT32 flags;
    	UINT32 flags2;
    	UINT32 auraState;
    	UINT32 attackRoundBaseTime[2];
    	UINT32 rangedAttackRoundBaseTime;
    	UINT32 boundingRadius;
    	UINT32 combatReach;
    	UINT32 displayID;
    	UINT32 nativeDisplayID;
    	UINT32 mountDisplayID;
    	UINT32 minDamage;
    	UINT32 maxDamage;
    	UINT32 minOffHandDamage;
    	UINT32 maxOffHandDamage;
    	UINT32 animTier;
    	UINT32 petNumber;
    	UINT32 petNameTimestamp;
    	UINT32 petExperience;
    	UINT32 petNextLevelExperience;
    	UINT32 dynamicFlags;
    	UINT32 modCastingSpeed;
    	UINT32 modSpellHaste;
    	UINT32 modHaste;
    	UINT32 modHasteRegen;
    	UINT32 createdBySpell;
    	UINT32 npcFlags_UMNW0_;
    	UINT32 npcFlags[2];
    	UINT32 stats[5];
    	UINT32 statPosBuff[5];
    	UINT32 statNegBuff[5];
    	UINT32 resistances[7];
    	UINT32 resistanceBuffModsPositive[7];
    	UINT32 resistanceBuffModsNegative[7];
    	UINT32 baseMana;
    	UINT32 baseHealth;
    	UINT32 shapeshiftForm;
    	UINT32 attackPower;
    	UINT32 attackPowerModPos;
    	UINT32 attackPowerModNeg;
    	UINT32 attackPowerMultiplier;
    	UINT32 rangedAttackPower;
    	UINT32 rangedAttackPowerModPos;
    	UINT32 rangedAttackPowerModNeg;
    	UINT32 rangedAttackPowerMultiplier;
    	UINT32 minRangedDamage;
    	UINT32 maxRangedDamage;
    	UINT32 powerCostModifier[7];
    	UINT32 powerCostMultiplier[7];
    	UINT32 maxHealthModifier;
    	UINT32 hoverHeight;
    	UINT32 minItemLevel;
    	UINT32 maxItemLevel;
    	UINT32 wildBattlePetLevel;
    	UINT32 battlePetCompanionID;
    	UINT32 battlePetCompanionNameTimestamp;
    
    };
    
    class CGPlayerData : public CGUnitData {
    public:
    	UINT64 duelArbiter;
    	UINT32 playerFlags;
    	UINT32 guildRankID;
    	UINT32 guildDeleteDate;
    	UINT32 guildLevel;
    	UINT32 hairColorID;
    	UINT32 restState;
    	UINT32 arenaFaction;
    	UINT32 duelTeam;
    	UINT32 guildTimeStamp;
    	UINT32 questLog[750];
    	UINT32 visibleItems[38];
    	UINT32 playerTitle;
    	UINT32 fakeInebriation;
    	UINT32 homePlayerRealm;
    	UINT32 currentSpecID;
    	UINT32 taxiMountAnimKitID;
    	UINT32 partyType;
    	UINT32 invSlots[172];
    	UINT64 farsightObject;
    	UINT32 knownTitles[8];
    	UINT32 XP;
    	UINT32 nextLevelXP;
    	UINT32 skill[448];
    	UINT32 characterPoints;
    	UINT32 maxTalentTiers;
    	UINT32 trackCreatureMask;
    	UINT32 trackResourceMask;
    	UINT32 expertise;
    	UINT32 offhandExpertise;
    	UINT32 rangedExpertise;
    	UINT32 blockPercentage;
    	UINT32 dodgePercentage;
    	UINT32 parryPercentage;
    	UINT32 critPercentage;
    	UINT32 rangedCritPercentage;
    	UINT32 offhandCritPercentage;
    	UINT32 spellCritPercentage[7];
    	UINT32 shieldBlock;
    	UINT32 shieldBlockCritPercentage;
    	UINT32 mastery;
    	UINT32 pvpPower;
    	UINT32 exploredZones[200];
    	UINT32 restStateBonusPool;
    	UINT32 coinage[2];
    	UINT32 modDamageDonePos[7];
    	UINT32 modDamageDoneNeg[7];
    	UINT32 modDamageDonePercent[7];
    	UINT32 modHealingDonePos;
    	UINT32 modHealingPercent;
    	UINT32 modHealingDonePercent;
    	UINT32 modPeriodicHealingDonePercent;
    	UINT32 weaponDmgMultipliers[3];
    	UINT32 modSpellPowerPercent;
    	UINT32 modResiliencePercent;
    	UINT32 overrideSpellPowerByAPPercent;
    	UINT32 overrideAPBySpellPowerPercent;
    	UINT32 modTargetResistance;
    	UINT32 modTargetPhysicalResistance;
    	UINT32 lifetimeMaxRank;
    	UINT32 selfResSpell;
    	UINT32 pvpMedals;
    	UINT32 buybackPrice[12];
    	UINT32 buybackTimestamp[12];
    	UINT32 yesterdayHonorableKills;
    	UINT32 lifetimeHonorableKills;
    	UINT32 watchedFactionIndex;
    	UINT32 combatRatings[27];
    	UINT32 arenaTeams[21];
    	UINT32 battlegroundRating;
    	UINT32 maxLevel;
    	UINT32 runeRegen[4];
    	UINT32 noReagentCostMask[4];
    	UINT32 glyphSlots[6];
    	UINT32 glyphs[6];
    	UINT32 glyphSlotsEnabled;
    	UINT32 petSpellPower;
    	UINT32 researching[8];
    	UINT32 professionSkillLine[2];
    	UINT32 uiHitModifier;
    	UINT32 uiSpellHitModifier;
    	UINT32 homeRealmTimeOffset;
    	UINT32 modRangedHaste;
    	UINT32 modPetHaste;
    	UINT32 summonedBattlePetID;
    	UINT32 auraVision;
    	UINT32 overrideSpellsID;
    
    };
    
    class CGGameObjectData : public CGObjectData {
    public:
    	UINT64 m_createdBy;
    	UINT32 m_displayID;
    	UINT32 m_flags;
    	float m_parentRotation[4];
    	UINT32 m_animProgress;
    	UINT32 m_factionTemplate;
    	UINT32 m_level;
    	UINT32 m_percentHealth;
    
    };
    
    class CGDynamicObjectData : public CGObjectData {
    public:
    	UINT64 m_caster;
    	UINT32 m_typeAndVisualID;
    	UINT32 m_spellID;
    	UINT32 m_radius;
    	UINT32 m_castTime;
    
    };
    
    class CGCorpseData : public CGObjectData {
    public:
    	UINT64 m_owner;
    	UINT64 m_partyGUID;
    	UINT32 m_displayID;
    	UINT32 m_items[19];
    	UINT32 m_skinID;
    	UINT32 m_facialHairStyleID;
    	UINT32 m_flags;
    	UINT32 m_dynamicFlags;
    
    };
    
    class CGItemData : public CGObjectData {
    public:
    	UINT64 m_owner;
    	UINT64 m_containedIn;
    	UINT64 m_creator;
    	UINT64 m_giftCreator;
    	UINT32 m_stackCount;
    	UINT32 m_expiration;
    	UINT32 m_spellCharges[5];
    	UINT32 m_dynamicFlags;
    	UINT32 m_enchantment[39];
    	UINT32 m_propertySeed;
    	UINT32 m_randomPropertiesID;
    	UINT32 m_durability;
    	UINT32 m_maxDurability;
    	UINT32 m_createPlayedTime;
    	UINT32 m_modifiersMask;
    
    };
    
    class CGContainerData : public CGItemData {
    public:
    	UINT32 m_slots[72];
    	UINT32 m_numSlots;
    
    };
    
    class CGAreaTriggerData : public CGObjectData {
    public:
    	UINT64 m_caster;
    	UINT32 m_duration;
    	UINT32 m_spellID;
    	UINT32 m_spellVisualID;
    
    };
    
    class CGSceneObjectData : public CGObjectData {
    public:
    	UINT32 m_scriptPackageID;
    	UINT32 m_rndSeedVal;
    	UINT64 m_createdBy;
    
    };
    Last edited by migtron; 09-16-2012 at 08:52 AM.

  9. #24
    eracer's Avatar Contributor
    Reputation
    201
    Join Date
    Feb 2011
    Posts
    75
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Apoc View Post
    Descriptors... please...

    Code:
    signed int __cdecl lua_IsOutOfBounds(int lua_State){
      __int64 playerGuid; // qax@1
      CGPlayer *player; // eax@1
      signed int result; // eax@3
    
    
      playerGuid = ClntObjMgrGetActivePlayer();
      player = (CGPlayer *)ClntObjMgrObjectPtr(playerGuid, OT_PLAYER);
      if ( player && (player->PlayerFields->PlayerFlags >> 14) & 1 )
      {
        FrameScript::PushNumber(lua_State, 1.0);
        result = 1;
      }
      else
      {
        FrameScript::PushNil(lua_State);
        result = 1;
      }
      return result;
    }
    Ah yes that is a much better way to do it, thank you Apoc. I wasn't able to find IsMounted (0xB70 and 0xBC0) or IsSubmerged (0x0xBC0) in any of the descriptors though.

  10. #25
    zhai789lfh's Avatar Private
    Reputation
    1
    Join Date
    Feb 2012
    Posts
    6
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    When i use 0xA6D420,it works most of the time,but occasionally not.anyone know why?

  11. #26
    miceiken's Avatar Contributor Authenticator enabled
    Reputation
    208
    Join Date
    Dec 2007
    Posts
    401
    Thanks G/R
    7/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by zhai789lfh View Post
    When i use 0xA6D420,it works most of the time,but occasionally not.anyone know why?
    You're gonna have to elaborate on that one...

  12. #27
    zhai789lfh's Avatar Private
    Reputation
    1
    Join Date
    Feb 2012
    Posts
    6
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I found 0xA6D420 with CE, it's the baseaddress

  13. #28
    -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 zhai789lfh View Post
    I found 0xA6D420 with CE, it's the baseaddress
    I don't quite understand, what you mean. You need to give us more information.

    The mean time, read this: Address space layout randomization - Wikipedia, the free encyclopedia
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  14. #29
    olzenkhaw's Avatar Member
    Reputation
    1
    Join Date
    Sep 2012
    Posts
    1
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    What is the offset for UnitDynamicFlags? I need to check for the unit which is tagged by me or not so that can loot and skin.

  15. #30
    berlinermauer's Avatar Master Sergeant
    Reputation
    3
    Join Date
    Mar 2010
    Posts
    89
    Thanks G/R
    0/0
    Trade Feedback
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Will there be a new Thread for 16057 or are there only minor changes?

    Cannot compare, but could it be that the ObjectManager-Address has changed?

Page 2 of 6 FirstFirst 123456 LastLast

Similar Threads

  1. [WoW][5.0.4.16016] x86 Info Dump Thread
    By noctural in forum WoW Memory Editing
    Replies: 134
    Last Post: 05-06-2014, 01:40 AM
  2. [WoW][5.1.0.16357] x86 Info Dump Thread
    By TOM_RUS in forum WoW Memory Editing
    Replies: 46
    Last Post: 11-27-2013, 04:34 AM
  3. [WoW] [5.2.0 16650] x86 Info Dump Thread
    By noctural in forum WoW Memory Editing
    Replies: 39
    Last Post: 03-08-2013, 04:42 AM
  4. [WoW][5.1.0.16309] x86 Info Dump Thread
    By TOM_RUS in forum WoW Memory Editing
    Replies: 70
    Last Post: 02-02-2013, 09:13 AM
  5. [WoW][5.0.5.16135] x86 Info Dump Thread
    By eracer in forum WoW Memory Editing
    Replies: 7
    Last Post: 10-11-2012, 10:58 PM
All times are GMT -5. The time now is 07:30 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