[WoW] [5.3.0 17055] Release x86 Info Dump Thread menu

User Tag List

Page 2 of 4 FirstFirst 1234 LastLast
Results 16 to 30 of 49
  1. #16
    george2978's Avatar Private
    Reputation
    1
    Join Date
    Sep 2012
    Posts
    4
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Anyone got new (SpellCooldown = 0xC238B8//old) ?

    [WoW] [5.3.0 17055] Release x86 Info Dump Thread
  2. #17
    Endecs's Avatar Master Sergeant
    Reputation
    53
    Join Date
    Jan 2011
    Posts
    116
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Code:
    public class Offsets
    {
        /*
            Fly = 27
            Cat = 1
            Travel = 3
            Bear = 5
            Moonkin = 31
            Unshifted = 0
         */
        public enum Player
        {
            PlayerName = 0xE3CB40,      // 5.3.0.17055
            MyGUID = 0xC8A7B0,          // 5.3.0.17055
            PetGUID = 0xD4B4A0,         // 5.3.0.17055
            Target = 0xCDC878,          // 5.3.0.17055
            Descriptor = 0x4,           // 5.3.0.17055
    
            Mounted = 0xBBC,            // 5.3.0.17055
            Druid1 = 0xDC,              // 5.3.0.17055
            Druid2 = 0x1D3,             // 5.3.0.17055
            Combat1 = 0xDC,             // 5.3.0.17055
            Combat2 = 0xC8,             // 5.3.0.17055
            MoveState = 0x788,          // 5.3.0.17055
            Cast = 0xC60,               // 5.3.0.17055
            Channeling = 0xC78,         // 5.3.0.17055
            Health = 0x78,              // 5.3.0.17055
            MaxHealth = 0x90,           // 5.3.0.17055
            MouseOver = 0xCDC860,       // 5.3.0.17055
            LootWindow = 0xD49DAC,      // 5.3.0.17055
            X = 0x7F8,                  // 5.3.0.17055
            Y = X + 0x4,                // 5.3.0.17055
            Z = Y + 0x4,                // 5.3.0.17055
            R = Z + 0x4,                // 5.3.0.17055
            LastHardwareAction = 0xB30824, // 5.3.0.17055
            SelfGUID = 0x0,             // 
            Race = 0xE3CCBD,             // 5.3.0.17055
            CharPosition = 0xABC6C0,    // 5.3.0.17055
            IsLoading = 0xD816F8,       // 5.3.0.17055
            IsConnecting = 0xC11FE0,    // 5.3.0.17055
            MailBoxOpen = 0xCDC868,     // 5.3.0.17055
            nbSpells = 0xD393B8,         // 5.3.0.17055
            SpellBookInfoPtr = 0xD393BC, // 5.3.0.17055
            WoWVersion = 0xB12B44,      // 5.3.0.17055
            AutoLoot = 0xCDCA88,        // 5.3.0.17055
            AutoLootPtr = 0x30,         // 5.3.0.17055
            WaterWalk = 0x5106F8        // 5.1.0.16357
    
        } // 5.2.0 16669
    
        public enum EndScene // 5.3.0.17055
        {
            FrameScript_ExecuteBuffer = 0x55347,            // 5.3.0.17055
            ClntObjMgrGetActivePlayerObj = 0x2CB4,          // 5.3.0.17055
            FrameScript__GetLocalizedText = 0x3DD8F9,       // 5.3.0.17055
            FrameScript_GetText = 0x563AB                   // 5.3.0.17055
        }
    
        public enum Chat // 5.3.0.17055
        {
            Chat_Base = 0xCDE728,           // 5.3.0.17055
            Chat_Ptr1 = 0x17C8,             // 5.3.0.17055
            Chat_Ptr2 = 0x3C                // 5.3.0.17055
        }
    
        public enum ObjectManager
        {
            ObjMgr = 0xE416A0,              // 5.3
            ObjMgrOffset1 = 0x462C,         // 5.3
            FirstObject = 0xCC,             // 5.3
            NextObj = 0x34,                 // 5.3
            Type = 0xC,                    // 5.3
            Obj_DisplayID = 0x28,           // 5.3
            Descriptor = 0x4,               // 5.3
            ObjectName1 = 0x1B8,            // 5.3
            ObjectName2 = 0xB0,             // 5.3
            ObjectAnim = 0xC4,              // 5.3
            Object_CreatedBy = 0x20,        // 5.3
            UnitName1 = 0x974,              // 5.3
            UnitName2 = 0x6C,               // 5.3
            NPC_Flags = 0x150,              // 5.3
            X = 0x1EC,                      // 5.3
            Y = 0x1F0,                      // 5.3
            Z = 0x1F4,                      // 5.3
            GUID = 0x0,                     // 5.3
            Unit_Target = 0x50,             // 5.3
            Unit_DisplayID = 0x108           // 5.3
        } // 5.2.0 16669
    
        public enum Corpse
        {
            X = 0xCDCC00,        // 5.3.0.17055
            Y = X + 0x4,         // 5.3.0.17055
            Z = X + 0x8,         // 5.3.0.17055
        } // 5.3.0.17055
    
        public enum CTM
        {
            CGPlayer_C__ClickToMove = 0x358080,     // 5.3
            CTM_Base = 0xC8F2F8,                    // 5.3
            CTM_Push = 0x1C,                        // 5.3
            CTM_X = 0x8C,                           // 5.3
            CTM_Y = CTM_X + 0x4,                    // 5.3
            CTM_Z = CTM_X + 0x8,                    // 5.3
            CTM_GUID = 0x20,                        // 5.3
            CTM_Distance = 0xC                      // 5.3
        } //5.3
    
        public enum ASM // 5.3
        {
            IsOutDoors = 0x46AE89,           // 5.3.0.17055
            TerrainClick = 0x45100A          // 5.3.0.17055
        }
    }
    greets,
    Endecs
    Last edited by Endecs; 06-12-2013 at 09:32 AM.

  3. #18
    Holico's Avatar Contributor
    Reputation
    85
    Join Date
    Jul 2009
    Posts
    114
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    NameCache anyone?

  4. #19
    VesperCore's Avatar Contributor
    Reputation
    127
    Join Date
    Feb 2012
    Posts
    392
    Thanks G/R
    2/17
    Trade Feedback
    2 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Holico View Post
    NameCache anyone?
    *sighs*
    It's posted for almost 9hours already in my post.
    Last edited by VesperCore; 06-19-2013 at 09:15 PM.

  5. #20
    Holico's Avatar Contributor
    Reputation
    85
    Join Date
    Jul 2009
    Posts
    114
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by VesperCore View Post
    *sighs*
    It's posted for almost 9hours already in my thread.
    This is your Thread.
    NameCache:GetRecord is in there.
    Now searched with Strg+F through the thread, couldnt find it. Could you please post/pm it again.
    Or just look if it realy posted? Or hast it somekind of strange name

  6. #21
    Frosttall's Avatar Active Member
    Reputation
    64
    Join Date
    Feb 2011
    Posts
    261
    Thanks G/R
    16/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Holico View Post
    This is your Thread.
    NameCache:GetRecord is in there.
    Now searched with Strg+F through the thread, couldnt find it. Could you please post/pm it again.
    Or just look if it realy posted? Or hast it somekind of strange name
    Took me about 3 seconds, but navigating to the first page required most of the time... Searching for 'cache' took about half a second and this was the first result:
    Code:
    0022CB16	DBCache_NameCache::GetRecord
    Com'on man... really?
    Last edited by Frosttall; 06-12-2013 at 02:18 PM.

  7. #22
    Holico's Avatar Contributor
    Reputation
    85
    Join Date
    Jul 2009
    Posts
    114
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Frosttall View Post

    :

    0022CB16 DBCache_NameCache::GetRecord
    This is not the NameCache, thats the pointer to the nameCache::GetRecord function.

  8. #23
    Frosttall's Avatar Active Member
    Reputation
    64
    Join Date
    Feb 2011
    Posts
    261
    Thanks G/R
    16/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Holico View Post
    This is not the NameCache, thats the pointer to the nameCache::GetRecord function.
    Analyze it with Hex-Rays, search for x-refs (calls to) and note down the first static dword passed to that function as argument.

    Edit1: Ooooh you requested an offsets because you don't care about the section rules?.. Sorry, haven't even thought of that....

  9. #24
    VesperCore's Avatar Contributor
    Reputation
    127
    Join Date
    Feb 2012
    Posts
    392
    Thanks G/R
    2/17
    Trade Feedback
    2 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Holico View Post
    This is not the NameCache, thats the pointer to the nameCache::GetRecord function.
    Code:
            /// <summary>
            ///   Get Players name
            /// </summary>
            public enum PlayerNameStore
            {
                nameStorePtr = 0xC03D58 + 0x8,
                nameMaskOffset = 0x024,
                nameBaseOffset = 0x18,
                nameStringOffset = 0x21,
            }
    in my post.

    Code:
            public enum UnitField
            {
                UNIT_SPEED = 0x788,
                UNIT_FIELD_X = 0x7F8,
                UNIT_FIELD_Y = UNIT_FIELD_X + 0x4,
                UNIT_FIELD_Z = UNIT_FIELD_X + 0x8,
                UNIT_FIELD_R = UNIT_FIELD_X + 0x10,
                CastingSpellID = 0xC60, // Script_UnitCastingInfo
                ChannelSpellID = 0xC78, // Script_UnitChannelInfo
                TransportGUID = 0x7F0, // CGUnit_C__HasVehicleTransport
                DBCacheRow = 0x974, // CGUnit_C__GetUnitName
                CachedName = 0x6C, // CGUnit_C__GetUnitName
            }

  10. #25
    iceblockman's Avatar Member
    Reputation
    2
    Join Date
    Jun 2012
    Posts
    36
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    any helpful soul could have a look at Script_GetSpellCooldown. It seems have a big change. I cannot find spell_history offsets which used located at

    Script_GetSpellCooldown ----> Spell_C_GetSpellCooldown ----> subxx(spell_history_offsets, x, x, x..)


    // edit

    wtf the offset appeared just after a while I re-opened ida for double check.

    int __cdecl Spell_C_GetSpellCooldown(int a1, int a2, int a3, int a4, int a5, int a6, int a7)
    {
    return sub_750748((char *)&unk_101ED18 + 52 * a2, a1, 0, a3, a4, a5, a6, a7);
    }

    so spell_history = 0xC1ED18

    // edit
    anyone know why after a while the offset appeared ? I just looked around functions nearby then go back it appear.
    Last edited by iceblockman; 06-13-2013 at 01:32 AM.

  11. #26
    2briards's Avatar Member Authenticator enabled
    Reputation
    11
    Join Date
    Nov 2009
    Posts
    33
    Thanks G/R
    16/2
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by george2978 View Post
    Anyone got new (SpellCooldown = 0xC238B8//old) ?
    Give this a try:
    enum SpellCooldown
    {
    CoolDown = 0xC1ED18 // 0xc238B8 // 0xc973d0
    };


    And Runes

    enum Runes
    {
    RunesOffset = 0xD4EDB4 // 0xD53954 //0xD53970 //0xDC233C
    };

  12. #27
    Shenlok's Avatar Active Member
    Reputation
    15
    Join Date
    Jul 2008
    Posts
    42
    Thanks G/R
    6/2
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by iceblockman View Post
    // edit
    anyone know why after a while the offset appeared ? I just looked around functions nearby then go back it appear.
    Perhaps IDA hadn't finished analysing that part of the binary when you were looking the first time.

  13. #28
    Frosttall's Avatar Active Member
    Reputation
    64
    Join Date
    Feb 2011
    Posts
    261
    Thanks G/R
    16/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by iceblockman View Post
    any helpful soul could have a look at Script_GetSpellCooldown. It seems have a big change. I cannot find spell_history offsets which used located at

    Script_GetSpellCooldown ----> Spell_C_GetSpellCooldown ----> subxx(spell_history_offsets, x, x, x..)


    // edit

    wtf the offset appeared just after a while I re-opened ida for double check.

    int __cdecl Spell_C_GetSpellCooldown(int a1, int a2, int a3, int a4, int a5, int a6, int a7)
    {
    return sub_750748((char *)&unk_101ED18 + 52 * a2, a1, 0, a3, a4, a5, a6, a7);
    }

    so spell_history = 0xC1ED18

    // edit
    anyone know why after a while the offset appeared ? I just looked around functions nearby then go back it appear.
    The binary isn't analyzed to 100% even tho it's stated in the log. The last (and important) step is done as soon as you open that function (sub_750748 in your case) in Hex-Rays. This will start the parsing of the call-arguments - this is the most accurate way and will preserve you with the correct ones.
    Analyzing a function from the inside is always more exact than analyzing it from outside (the code which actually calls it) and that's the reason the arguments may don't match up to the real function.

    After you've opened and analyzed sub_750748 just go back to Spell_C_GetSpellCooldown and load it into Hex-Rays. It will use the recently parsed arguments and display them correctly.

  14. #29
    Empted's Avatar Contributor
    Reputation
    83
    Join Date
    Aug 2011
    Posts
    117
    Thanks G/R
    0/5
    Trade Feedback
    2 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by hqvrrsc4 View Post
    Anyone got CurMgrPointer?
    (16992 : 0xE416A0)
    rebased:
    CurMgr = 0xC30974, //55 8B EC A1 ?? ?? ?? ?? 8B 88 ?? 00 00 00 PATTERN

  15. #30
    Trevalous's Avatar Member
    Reputation
    1
    Join Date
    Apr 2013
    Posts
    9
    Thanks G/R
    1/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I don't understand, how would you define the sub_#'s to what function it is ? That's the problem i have by digging current offsets, i'm new to this. Any advice would be highly appreciated.

Page 2 of 4 FirstFirst 1234 LastLast

Similar Threads

  1. [WoW] [5.3.0 17116] Release x86 Info Dump Thread
    By JuJuBoSc in forum WoW Memory Editing
    Replies: 7
    Last Post: 07-03-2013, 01:50 PM
  2. [WoW] [5.3.0 16992] Release x86 Info Dump Thread
    By -Ryuk- in forum WoW Memory Editing
    Replies: 34
    Last Post: 06-08-2013, 12:35 AM
  3. [WoW] [5.3.0 16983] Release x86 Info Dump Thread
    By VesperCore in forum WoW Memory Editing
    Replies: 25
    Last Post: 05-25-2013, 09:10 PM
  4. [WoW] [5.3.0 16981] Release x86 Info Dump Thread
    By JuJuBoSc in forum WoW Memory Editing
    Replies: 12
    Last Post: 05-23-2013, 03:46 PM
  5. [WoW] [5.3.0 16977] Release x86 Info Dump Thread
    By VesperCore in forum WoW Memory Editing
    Replies: 8
    Last Post: 05-21-2013, 11:47 PM
All times are GMT -5. The time now is 03:42 PM. 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