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  1. #16
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by Dragonkin View Post
    Hi again,
    I know that this reply is somewhat late, but I looked into the disassembled code again and this time got quite far. My problem now is that the SStrHash function (used by the TranslateMessage function) accesses an array variable called "dword_FCFDE0". I need to get the contents of the variable, but have no idea of how to track it. I know that Ida Pro 6.2+ has proximity viewer that should be able to do just that, but latest version I can get my hands on is 6.1. Is there any other way to track the variable, or could someone who owns Ida 6.2 track it? I would really appreciate it.
    Personally, I would first try removing any references to SStrHash calls. It doesn't look like it has any real benefit to this TranslateMessage function.

    Mapping of words in ingame languages
  2. #17
    Dragonkin's Avatar Private
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    Actually quite the opposite - it takes the message string, calculates hash (just a number), which is then used as id to find "translation" in LanguageWords.dbc - WoWDev
    TranslateMessage just prepares the string to be hashed (strips hyperlinks and some other things), then calls the SStrHash to get the hash
    v80 = SStrHash(v90, 0, 0);
    then gets pointer to the language hashtable
    v63 = TSHashTable<WORDLIST_HASHKEY_LANGUAGE>::Ptr(&s_wordList, i, v76);
    v64 = v63;
    then gets the hash (id) in modulo
    v79 = v80 % v65;
    then uses it to get the translation from hashtable
    v66 = *(DWORD *)(*(DWORD *)(*(DWORD *)(v64 + 40) + 4 * v79) + 8 );

  3. #18
    berlinermauer's Avatar Master Sergeant
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    Hey Guys, Sorry for hijacking this thread but:

    a) Is there any hookable Func which is called after the player receives a message? (Don't want to hook MainFrame::Add)
    b) How safe is it hooking that func as hooking a ClientCommand seems to be a badly watched thing?

    What I think about is a) hooking that func to filter nearby messages (others just do memory reading)
    and b) directly pass that message to the TranslateMessage, Printing the real message to MainFrame/Bot
    Useful when hostile players talk about you.

  4. #19
    Robske's Avatar Contributor
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    Originally Posted by berlinermauer View Post
    Hey Guys, Sorry for hijacking this thread but:

    a) Is there any hookable Func which is called after the player receives a message? (Don't want to hook MainFrame::Add)
    b) How safe is it hooking that func as hooking a ClientCommand seems to be a badly watched thing?

    What I think about is a) hooking that func to filter nearby messages (others just do memory reading)
    and b) directly pass that message to the TranslateMessage, Printing the real message to MainFrame/Bot
    Useful when hostile players talk about you.
    Subscribe to CHAT_MSG_* events.
    "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

  5. #20
    Dragonkin's Avatar Private
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    So, no ideas about tracking that variable?

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