Okay so here's the deal. Yesterday I kept trying to find a way to access the memory address that stores my target's X/Y/Z. It seems to change so the only method I can think of is checking for a pattern. The pattern i've recognized is shown below
int TargetLocalID
int TargetType
int UnknownInt<--? (Always seems to be greater than 0)
float rotation? (This value is 0 when the player selects himself, but different when they select another entity)
float x
float y
float z
So i've managed to find that every time I find a value for my target's LocalID that this is the information around it. I have two static addresses that i've found. One represents my target's local ID and one represents my target's type.
Should I pattern scan for the values that I know I can check in the static addresses for the LocalID / UnitType, and then for the other bytes? Or what method would you guys go about for doing this as far as using MemoryReading/Writing.
Edit: In previous expansions, i've always been able to narrow it down to a pointer scan, but other than pattern scanning I don't know how I could calculate the address when necessary after the program starts.
I tried pattern scanning, but for some reason VirtualQueryEx will give me blocks of memory that RPM fails to even read from.