ObjectFields.Type and ObjectManagerEntry.Type not matching? menu

User Tag List

Results 1 to 4 of 4
  1. #1
    xalcon's Avatar Contributor ふたなり
    Authenticator enabled
    Reputation
    198
    Join Date
    Oct 2008
    Posts
    291
    Thanks G/R
    20/58
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ObjectFields.Type and ObjectManagerEntry.Type not matching?

    Hi there!
    I decided to make some performance improvements to my lib, like reading often accessed data into a struct instead of reading it over and over again out of the wow process memory and now I stumbled across the ObjectFields.Type field.
    I always thought this type field would be the object type (like GameObject, Player, Unit, etc) but it seems I'm wrong (or I just parse it the wrong way?). Since I've always used the Type from the object I get from the ObjectManager, I wonder what the ObjectFields.Type is used for.

    For example I get 0x4 (Player) when reading ObjBase+0x10 and 0x00010019 when reading [ObjBase+0x8]+0x10 (LocalPLayer Object). I get the same values for other players and, ofc other values for other types of objects.

    May anyone give me hint?
    "Threads should always commit suicide - they should never be murdered" - DirectX SDK

    ObjectFields.Type and ObjectManagerEntry.Type not matching?
  2. #2
    TOM_RUS's Avatar Legendary
    Reputation
    914
    Join Date
    May 2008
    Posts
    699
    Thanks G/R
    0/52
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    ObjectFields.Type is a bitmask (TYPEMASK_OBJECT | TYPEMASK_UNIT | TYPEMASK_PLAYER), no idea what 0x00010000 bit means).

  3. #3
    xalcon's Avatar Contributor ふたなり
    Authenticator enabled
    Reputation
    198
    Join Date
    Oct 2008
    Posts
    291
    Thanks G/R
    20/58
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Thanks for the explanation, seems a bit unusual for me to store the object type information in a bitmask o.O
    For the 0x00010000 Flag: I've only seen this on players (until now), but I will keep looking.
    "Threads should always commit suicide - they should never be murdered" - DirectX SDK

  4. #4
    _Mike's Avatar Contributor
    Reputation
    310
    Join Date
    Apr 2008
    Posts
    531
    Thanks G/R
    0/2
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by xalcon View Post
    Thanks for the explanation, seems a bit unusual for me to store the object type information in a bitmask o.O
    It's a quick lookup for which fields are available in any given descriptor without needing to have the address of the parent object.

Similar Threads

  1. [Help] CTM action type not working
    By teufel123 in forum WoW Memory Editing
    Replies: 8
    Last Post: 02-15-2011, 05:57 PM
  2. Guide : WoW Servers and You, What and what is not possible.
    By suicidity in forum World of Warcraft Bots and Programs
    Replies: 33
    Last Post: 12-26-2007, 04:59 AM
  3. Replies: 15
    Last Post: 11-25-2007, 09:53 AM
  4. Fly on your mount, and it's not moving. LOOKS REALLY FUNNY!
    By Palumir in forum World of Warcraft Exploits
    Replies: 21
    Last Post: 10-11-2007, 06:17 PM
  5. DC ppl, and roll when not in grp/raid
    By bhot1992 in forum World of Warcraft Exploits
    Replies: 28
    Last Post: 09-22-2007, 04:10 PM
All times are GMT -5. The time now is 03:43 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search