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  1. #16
    kingcrypto's Avatar Member
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    IsInGame 0xD7020D

    [WoW][5.1.0.16309] x86 Info Dump Thread
  2. #17
    andy2002ua's Avatar Active Member
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    Rebased
    Tested

    Code:
    enum GAME_OFFSETS
    {
            addr_GetCGPartyObject = 0x005F9F70; // CGParty* __cdecl GetCGPartyObject();
    
    	addr_CorpseX = 0xCCA288, // 5.1.0 0xC6BF60, // 5.0.5 0xC6BC60, // 5.0.4 0xAD778C, // 4.3.4
    	addr_CorpseY = addr_CorpseX + 4,
    	addr_CorpseZ = addr_CorpseX + 8,
    
    	addr_ObjType = 0x10, 
    	addr_GOType = 0x279, 
    	addr_ObjX = 0xF0, 
    	addr_ObjY = addr_ObjX + 4,
    	addr_ObjZ = addr_ObjX + 8,
    	addr_ObjNamePtr = 0x1B8,
    	addr_ObjNameOffs = 0xB4,
    
    	addr_BobbleState = 0xC0,
    
    	addr_UnitX = 0x7E8, 
    	addr_UnitY = addr_UnitX + 0x4,
    	addr_UnitZ = addr_UnitX + 0x8,
    	addr_UnitAH = addr_UnitX + 0x10, // Horz Angle
    	addr_UnitAV = addr_UnitX + 0x14, // Vert Angle
    	addr_UnitSpeed = 0x858, 
    	addr_UnitHeight = 0x8A8, 
    	addr_UnitCastingSpellID = 0xC24, 
    	addr_UnitChannelSpellID = 0xC50, 
    	addr_UnitNamePtr = 0x970,
    	addr_UnitNameOffs = 0x64,
    }
    Last edited by andy2002ua; 11-28-2012 at 01:46 PM. Reason: Update

  3. #18
    dunmcl's Avatar Corporal
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    Somebody know ClickToMove offset? I try to use 0x4B2750, but it not working for me. Maybe this wrong:
    MoveX = 0x8c,
    MoveY = 0x90,
    MoveZ = 0x94,

    Memory.WriteFloat(baseAddressModule + ClickToMove + OffCTM.MoveX, value.X);// example of my code

  4. #19
    Mike1786's Avatar Member
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    public const uint AURA_COUNT_1 = 0x1088;
    public const uint AURA_COUNT_2 = 0x0D8C;
    public const uint AURA_TABLE_1 = 0x0D90;
    public const uint AURA_TABLE_2 = 0x0D88;

  5. #20
    Endecs's Avatar Master Sergeant
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    Originally Posted by dunmcl View Post
    Somebody know ClickToMove offset? I try to use 0x4B2750, but it not working for me. Maybe this wrong:
    MoveX = 0x8c,
    MoveY = 0x90,
    MoveZ = 0x94,

    Memory.WriteFloat(baseAddressModule + ClickToMove + OffCTM.MoveX, value.X);// example of my code
    CTM_Base = 0xC7CC90, // // 5.1
    CTM_Push = 0x1C, // 5.1
    CTM_X = 0x8C, // 5.1
    CTM_Y = CTM_X + 0x4, // 5.1
    CTM_Z = CTM_X + 0x8, // 5.1
    CTM_GUID = 0x20, // 5.1
    CTM_Distance = 0xC // 5.1
    Last edited by Endecs; 11-28-2012 at 03:21 PM. Reason: Fixed Base + Push

  6. #21
    burdakovd's Avatar Member
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    Originally Posted by eracer View Post

    Code:
        <ObjMgr>0xE28420</ObjMgr>
        <CurMgr>0x462C</CurMgr>
        <LocalGUID>0xD0</LocalGUID>
        <FirstObject>0xCC</FirstObject>
        <NextObject>0x3C</NextObject>
    Are you sure about the NextObject offset? It doesn't seem to work for me. Although NextObject=0x30 does work.

  7. #22
    Zapman2010's Avatar Member
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    Originally Posted by burdakovd View Post
    Are you sure about the NextObject offset? It doesn't seem to work for me. Although NextObject=0x30 does work.
    0x3C works very well

    Code:
                
    ClientConnection = 0xE28420,
    ObjMgr           = 0x462C,      
    FirstObject      = 0xCC,        
    NextObj          = 0x3C,
    Has someone Unit.CurrentMount ?
    Code:
    public enum Unit : uint {
        Type          = 0x10,  
        UnitName1     = 0x970, 
        UnitName2     = 0x64, 
        UnitSpeed  = 0x858,
        UnitHeight = 0x8A8,
        MoveState    = 0x810,
        Combat1      = 0xDC, 
        Combat2      = 0xBC,  
        CurrentMount = 0xBA0, // <= wrong
        Cast = 0xC38,
        X = 0x7E8,
        Y = 0x7EC,
        Z = 0x7F0,
        R = 0x7F8
    }
    Last edited by Zapman2010; 11-28-2012 at 05:56 PM.

  8. #23
    doityourself's Avatar ★ Elder ★
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    Originally Posted by Zapman2010 View Post
    0x3C works very well

    Code:
                
    ClientConnection = 0xE28420,
    ObjMgr           = 0x462C,      
    FirstObject      = 0xCC,        
    NextObj          = 0x3C,
    Has someone Unit.CurrentMount ?
    ClientConnection (ClientServices::s_currentConnection) is 0xE28434
    Last edited by doityourself; 11-28-2012 at 06:02 PM.

  9. #24
    burdakovd's Avatar Member
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    Originally Posted by Zapman2010 View Post
    0x3C works very well
    That's weird. Have just checked - 0x30 worked while 0x3c didn't.

    Just to make it clear, we iterate over objects in that way:
    Code:
                
    uint CurrentObjectAddress = Reader.ReadUInt(ObjectManagerBaseAddress + firstObjectOffset);
    
    
    while (CurrentObjectAddress != 0 && CurrentObjectAddress % 2 == 0)
    {
        // process CurrentObjectAddress somehow
        // ...
    
        CurrentObjectAddress = Reader.ReadUInt(CurrentObjectAddress + Reader.ReadUInt(ObjectManagerBaseAddress + nextObjectOffset) + 4);
    }

  10. #25
    Zapman2010's Avatar Member
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    Originally Posted by burdakovd View Post
    That's weird. Have just checked - 0x30 worked while 0x3c didn't.

    Just to make it clear, we iterate over objects in that way:
    Code:
                
    uint CurrentObjectAddress = Reader.ReadUInt(ObjectManagerBaseAddress + firstObjectOffset);
    
    
    while (CurrentObjectAddress != 0 && CurrentObjectAddress % 2 == 0)
    {
        // process CurrentObjectAddress somehow
        // ...
    
        CurrentObjectAddress = Reader.ReadUInt(CurrentObjectAddress + Reader.ReadUInt(ObjectManagerBaseAddress + nextObjectOffset) + 4);
    }
    My Way

    Code:
            /// <summary>
            /// Current ObjectManager
            /// </summary>
            private static uint _CurrentManager{
    
                get {
                    uint baseAdress = (uint)WoWProcess.BaseAdress;
                    uint clientCon  = (uint)Offsets.ObjectManager.ClientConnection;
                    uint MgrOffset  = (uint)Offsets.ObjectManager.ObjMgr;
    
    
                    uint currentManager_Pre = Memory.Read<UInt32>((baseAdress + clientCon), 4);
                    return Memory.Read<UInt32>((currentManager_Pre + MgrOffset), 4);              
                }
            }
    
            /// <summary>
            /// Fetches all linked entrys from memory
            /// </summary>
            private static void _Fetch() {
    
                // reset the current manager, we need clean base
                _ResetLists();
    
                uint firstObj = Memory.Read<UInt32>((_CurrentManager + (uint)Offsets.ObjectManager.FirstObject), 4);
                if (firstObj == 0) {
                    return;
                }
                _AddObjectToList(firstObj);
                // first obj is a link to next object
                uint currrentObj = firstObj;
    
                while(currrentObj != 0){
    
                    // adding offset to get new adress of our next obj
                    currrentObj += (uint)Offsets.ObjectManager.NextObj;
    
                    uint obj = Memory.Read<UInt32>(currrentObj, 4);
    
                    if (obj == 0) {
                        break;
                    }
                    _AddObjectToList(obj);
                    // copy the last adress, with NextObj offset we get link to our next object
                    currrentObj = obj;
                }
            }

  11. #26
    doityourself's Avatar ★ Elder ★
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    Originally Posted by Zapman2010 View Post
    Has someone Unit.CurrentMount ?
    Unit.CurrentMount = 0xB9C
    Last edited by doityourself; 11-28-2012 at 06:14 PM. Reason: Tested

  12. #27
    Zapman2010's Avatar Member
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    Originally Posted by king48488 View Post
    try 0xB9C, but I'm very unsure and not tested... (it's too late for me )
    thx a lot, working for me

  13. #28
    burdakovd's Avatar Member
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    Oh. Disregard my previous messages about 0x30. 0x3c is fine.

    There are just two different ways to iterate over ObjectManager with different nextObjectOffset semantics.

    http://www.ownedcore.com/forums/worl...ml#post2481695 (Learning iterate over objectManager)

  14. #29
    Halfsideways's Avatar Private
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    Originally Posted by hamburger12 View Post
    ALL REBASED!!!

    ObjectMgr: 0xE28420
    Offset: 0x462C
    TargetGuid= CC9F20

    }
    I currently tried out the TargetGuid you posted. Is that Unit Target
    GUID? or local player target GUID?

  15. #30
    lordalchimiste's Avatar Private
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    I'm currently looking for the DX11 ENDSCENE.
    I found have this.

    public static uint Direct3D11__SwapChain__Pointer = 0xB18ADC; // OK
    public static uint Direct3D11__SwapChain__Offset = 0x2808; // OK
    public static uint Direct3D11__SwapChain__Present = 0x20; // ??

    I'm pretty sure the last is wrong.

    thanks a lot

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