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  1. #1
    kosacid's Avatar Active Member
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    Help CastBarFrame

    CastBarFrame im wondering if anyone can tell me if there a flag or a timer, i just want to know if its up

    Help CastBarFrame
  2. #2
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    Look for UnitCastingInfo / UnitChannellingInfo ?

  3. #3
    kosacid's Avatar Active Member
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    call sub_4D1827
    pop ecx
    pop ecx
    test eax, eax
    jnz short loc_89CBBA

    LOBYTE(v3) = sub_4D1827(a3, 1);
    if ( !v3 )
    {
    sub_4D299B(a1, a3, (int)"Usage: UnitCastingInfo(\"unit\")", v24);
    return 0;
    }

    i know the rules no spoon feeding but i suck at debuging i cant find out where LOBYTE(v3) address is stored because i can use that for the test, is it right the "test eax, eax" is the pointer to LOBYTE(v3) and thats where its stored, the only othere way i can see is to detour sub_4D1827 but i would just like to read a address

    and thanks JuJuBoSc

  4. #4
    xalcon's Avatar Contributor ふたなり
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    Did you even looked into sub_4D1827?
    • sub_4D1827 calls sub_4D179A which returns a value in eax
    • if eax is neither 4 or 3, eax gets xor'ed with eax (effectivly setting eax to 0) and then returns
    • if eax is 3 or 4, eax gets xor'ed and then incremented, then returns

    Effectivly, this means: if the return value of sub_4D1827 is 0, sub_4D299B will be called with the "how to use"-Message for UnitCastingInfo

    Conclusion: You are "debugging" the wrong part of the function.
    I currently don't realy know what sub_4D1827 is, but my stomach is telling me, it is something lua related (lua_isstring or however its called?), since UnitCastingInfo needs to be called with a unit parameter.

    But why is your error function called with 4 parameters? mine is like
    Code:
    if ( !sub_4D1827(a1, 1) )
    {
        sub_4D299B(a1, "Usage: UnitCastingInfo(\"unit\")");
        return 0;
    }
    "Threads should always commit suicide - they should never be murdered" - DirectX SDK

  5. #5
    Mr.Sergey's Avatar Contributor
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    Code:
    if ( !sub_D1827(a1, 1) )
      {
        sub_D299B(a1, "Usage: UnitCastingInfo(\"unit\")");
        return 0;
      }
      v2 = sub_D1979(a1, 1, 0);
      v3 = sub_4941EC(v2);
      if ( !v3
        || (v4 = sub_4A2BC(), v5 = sub_39D9B5(*(_DWORD *)(v3 + 3248)), v6 = v5, (v27 = v5) == 0)
        || v4 - *(_DWORD *)(v3 + 3268) >= 0 )
        return 0;
    where v3 is PlayerBase

    CastingSpellId = ReadInt(PlayerBase + 3248) = ReadInt(PlayerBase + 0xCB0);

  6. #6
    kosacid's Avatar Active Member
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    @Mr.Sergey nice one one explaining it to me, got it instantly, i dunno why IDA coming up with multi parameters it the current build im using, but this is what i ended up with a thread constantly scanning for next spell

    Code:
    uint SpellID;
    CreateThread(NULL,NULL,Player,NULL,NULL,NULL);
    
    DWORD WINAPI Player(LPVOID arg)
    {
    	while(true)
    	{
    	    uint ObjectPointer;
    	    ReadProcMem((LPVOID)(Base + 0xEA2388),&ObjectPointer,4);
    	    ReadProcMem((LPVOID)(ObjectPointer + 0x462C),&ObjectPointer,4);
    	    UINT64 me;
    	    ReadProcMem((LPVOID)(ObjectPointer + 0xE0),&me, 8);
    	    ReadProcMem((LPVOID)(ObjectPointer + 0xCC),&ObjectPointer,4);
    	    while (ObjectPointer != 0 && ObjectPointer % 2 == 0)
    	    {
    		    UINT64 cobj;
    		    ReadProcMem((LPVOID)(ObjectPointer + 0x28),&cobj, 8);
    		    if(me == cobj)
    		    {
    			    ReadProcMem((LPVOID)(ObjectPointer + 0xCB0),&SpellID, 2);
    		    }
    		    ReadProcMem((LPVOID)(ObjectPointer + 0x34),&ObjectPointer,4);
    	    }
    	}
    }
    Last edited by kosacid; 11-30-2013 at 08:58 AM.

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