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  1. #16
    evil2's Avatar Active Member
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    there must be somekind of private sub forum ... only 15 posts on the new 6.x patch .. can't be

    [WoW] [6.0.2 19034] Release x86 Info Dump Thread
  2. #17
    reliasn's Avatar Legendary Authenticator enabled
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    This is what I've got, mostly useful for LUA unlocking:
    Code:
    CGGameUI_CanPerformAction = 0x8FB999,                               // Search in GuildInvite's LUA to find it
    CGGameUI_ShowBlockedActionFeedback  0x8f9794
    I'm after the following:
    Code:
    CGUnit_C__GetCurrentClientRace
    CGUnit_C__UpdateDisplayInfo
    CGUnit_C__UpdateScale
    CGUnit_C__OnMountDisplayChanged
    Framescript_GetText
    Finally, is there some sort of "UINT128" anywhere or do we really have to use classes/structs with 2 UINT64's?

    Regards!
    Last edited by reliasn; 10-25-2014 at 11:50 PM. Reason: fixed JMP for LUA Unlock

  3. #18
    danwins's Avatar Contributor
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    Originally Posted by reliasn View Post
    I'm after the following:
    Code:
    CGUnit_C__GetCurrentClientRace
    CGUnit_C__UpdateDisplayInfo
    CGUnit_C__UpdateScale
    CGUnit_C__OnMountDisplayChanged
    Framescript_GetText
    untested(not rebased):

    Code:
    006D7435 CGUnit_C__GetCurrentClientRace
    006F550B CGUnit_C__UpdateDisplayInfo
    006E9949 CGUnit_C__OnMountDisplayChanged
    0042528E FrameScript_GetText
    Last edited by danwins; 10-18-2014 at 09:43 PM.

  4. #19
    NitroGlycerine's Avatar Member
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    Originally Posted by evil2 View Post
    aura_offsets = 10A0 480
    10A0 is auracount.
    480 doesn't seem to work for me

    I'm looking closer into it.

  5. #20
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by evil2 View Post
    there must be somekind of private sub forum ... only 15 posts on the new 6.x patch .. can't be
    Nope.. The reason is noone wants to share anymore... since we get post like "CAN I HAZ OFFSETS FOR <Insert easy to find offset here>?"

    I think you'd find if the leaches started to share... they would get a better response.
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  6. #21
    namreeb's Avatar Legendary

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    Actually there is, but there are no offsets there. Everyone there knows how to find that for themselves.

  7. #22
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by namreeb View Post
    Actually there is, but there are no offsets there. Everyone there knows how to find that for themselves.
    True... but i'm not in it ^^ and my point about leachers still stands :P
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  8. #23
    miceiken's Avatar Contributor Authenticator enabled
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    Originally Posted by -Ryuk- View Post
    Nope.. The reason is noone wants to share anymore... since we get post like "CAN I HAZ OFFSETS FOR <Insert easy to find offset here>?"

    I think you'd find if the leaches started to share... they would get a better response.


    Originally Posted by namreeb View Post
    Actually there is, but there are no offsets there. Everyone there knows how to find that for themselves.
    Or the fact that the people that used to do all the hard work has all gone retail, and is probably not allowed/doesnt want to share this kind of information anymore.

  9. #24
    namreeb's Avatar Legendary

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    Originally Posted by -Ryuk- View Post
    True... but i'm not in it ^^ and my point about leachers still stands :P
    Yes, I am in full agreement. I scolded them about the same thing in the last thread.

    Originally Posted by miceiken View Post
    Or the fact that the people that used to do all the hard work has all gone retail, and is probably not allowed/doesnt want to share this kind of information anymore.
    I think it is more like they have moved on and do not do this kind of thing anymore. The problem has been solved. That is why I don't do anything with retail WoW anymore. That, and I really don't like what the game has turned into.

  10. #25
    hamburger12's Avatar Contributor CoreCoins Purchaser
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    Well another fact is that most developers don't want support other bot devs anymore, because the market is getting harder and harder ;-)

    @ NitroGlycerine they changed it a bit.

    AuraCount1 = 0x1520
    AuraCount2 = 0x10A0
    AuraTable1 = 0x10A0
    AuraTable2 = AuraTable1 + 0x4
    Last edited by hamburger12; 10-18-2014 at 08:35 PM.

  11. #26
    evil2's Avatar Active Member
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    Originally Posted by hamburger12 View Post
    Well another fact is that most developers don't want support other bot devs anymore, because the market is getting harder and harder ;-)
    @ NitroGlycerine they changed it a bit.
    AuraCount1 = 0x1520
    AuraCount2 = 0x10A0
    AuraTable1 = 0x10A0
    AuraTable2 = AuraTable1 + 0x4
    yeah... too many bots and no big bans from blizzard anymore.

    nah, its the same value, i just use other const ^^
    Aura_Count2 = 0x10A0; //E18
    Aura_Count1 = Aura_Count2 + 0x480; //400
    Aura_Table1 = Aura_Count2;
    Aura_Table2 = Aura_Count2 + 0x4;

  12. #27
    evil2's Avatar Active Member
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    SpellCooldown_Ptr = 0xCA18F0 + 0x8;

    looking for PlayerNames_Ptr
    Last edited by evil2; 10-19-2014 at 12:50 AM.

  13. #28
    NitroGlycerine's Avatar Member
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    Originally Posted by evil2 View Post
    yeah... too many bots and no big bans from blizzard anymore.

    nah, its the same value, i just use other const ^^
    Aura_Count2 = 0x10A0; //E18
    Aura_Count1 = Aura_Count2 + 0x480; //400
    Aura_Table1 = Aura_Count2;
    Aura_Table2 = Aura_Count2 + 0x4;
    Thanks guys! Seems that I was actually pretty close to understanding it by myself.

    The aura table changed a little bit:

    AURA_SIZE = 0x48
    AURA_SPELL_ID = 0x30
    AURA_SPELL_STACK = 0x35
    AURA_CREATOR_GUID = 0x20
    Last edited by NitroGlycerine; 10-20-2014 at 12:10 PM.

  14. #29
    dragonbane24's Avatar Contributor
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    My current status

    I've been tinkering with my version o' LazyBot and updating it this week.
    I've got it figuring out the objects, players, key bindings, chat, action bars, macros, RealIds, etc.
    I'm posting my current offsets below. Still got a bit of debugging to do, but been slow going with work and travel.
    Thanks to those who have posted offsets already, it has saved me a bunch of effort.

    Figured this might help Charles420 a little.
    You can tell by my comments after the pointer if they are tested or still need tested, etc.

    Update:
    Got Working: Screen size, UiFrames, Auras.
    Still Not working/tested: Spell Cooldowns, Factions and some other stuffs.

    Code:
    
    /*
    This file is part of LazyBot - Copyright (C) 2011 Arutha
    
        LazyBot is free software: you can redistribute it and/or modify
        it under the terms of the GNU General Public License as published by
        the Free Software Foundation, either version 3 of the License, or
        (at your option) any later version.
    
        LazyBot is distributed in the hope that it will be useful,
        but WITHOUT ANY WARRANTY; without even the implied warranty of
        MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
        GNU General Public License for more details.
    
        You should have received a copy of the GNU General Public License
        along with LazyBot.  If not, see <http://www.gnu.org/licenses/>.
    */
    
    #region
    using System.Reflection;
    #endregion
    
    #if true
    
    namespace LazyLib.Wow
    {
        [Obfuscation(Feature = "renaming", ApplyToMembers = true)]
        public class PublicPointers
        {
            #region Globals enum
            public enum Globals
            {
                PlayerName = 0xED3928,     		//Good
                //PlayerName64 = 0x16041C8,     
            }
            #endregion
    
            #region InGame enum
            public enum InGame
            {
                InGame = 0xD9133E,          	//Good
                //InGame64 = 0x149C200,     	
                InstanceSize = 0xD91404,    	//Good
                //InstanceSize64 = 0xD60C50,    
            }
            #endregion
        }
    
        internal class Pointers
        {
    
            #region Nested type: ObjectManager
            internal enum ObjectManager
            {
                //CurrentManager = Memory.Read<uint>(Memory.ReadRelative<uint>((uint) Pointers.ObjectManager.CurMgrPointer)
                //    + (uint) Pointers.ObjectManager.CurMgrOffset);
                //LocalGUID = Memory.Read<UInt64>(CurrentManager + (uint) Pointers.ObjectManager.LocalGUID);
                CurMgrPointer = 0xED38E8,       //Good
                CurMgrOffset = 0x62C,           //Good
                NextObject = 0x3C,              //Good
                FirstObject = 0xD8,             //Good
                LocalGUID = 0xF8,               //Good
            }
            #endregion
    
            #region Nested type: BMAH
            //Note that these are hardcoded into Main.cs for now.
            internal enum BMAH
            {
                ItemCount = 0xE10758,      // TODO
                ItemStart = 0xE1075C,      // TODO
            }
            #endregion
    
            #region Nested type: Globals
            internal enum Globals
            {
                RedMessage = 0xD90730,          //Good
                MouseOverGUID = 0xD916D8,       //Good
                LootWindow = 0xE021B0,          //Good
                IsBobbing = 0x104,              //Good
                ArchFacing = 0x1BC,             //TODO     
                ArchFacingOffset2 = 0x108,      //TODO              
                ChatboxIsOpen = 0xC3CA58,       //Good
                CursorType = 0xD59D20           //Good
            }
            #endregion
          
            
    #region ActionBar enum
            public enum ActionBar 
            {
                ActionBarFirstSlot = 0xE01048,  //Good
                ActionBarBonus = 0xE014D0         //TODO: Verify
            }
    #endregion
    
    #region AutoLoot enum
            public enum AutoLoot
            {
                Offset = 0x34,                  //Good
                Pointer = 0xD914E4,             //Good
            }
    #endregion
    
    #region ClickToMove enum
            public enum ClickToMove
            {
                Offset = 0x34,                  //Good
                Pointer = 0xD914C4,             //Good
            }
    #endregion
    
    #region CgUnitCGetCreatureRank enum
            public enum CgUnitCGetCreatureRank
            {
                Offset1 = 0xBC4,                //Good
                Offset2 = 0x2C,                 //Good
            }
    #endregion
    
    #region CgUnitCGetCreatureType enum
            public enum CgUnitCGetCreatureType
            {
                Offset1 = 0xBC4,                //Good
                Offset2 = 0x24,                 //Good
            }
    #endregion
    
    #region CgWorldFrameGetActiveCamera enum  
            public enum CgWorldFrameGetActiveCamera 
            {
                //return Memory.Read<uint>(Memory.ReadRelative<uint>((uint)Pointers.CgWorldFrameGetActiveCamera.CameraPointer) 
                // + (uint)Pointers.CgWorldFrameGetActiveCamera.CameraOffset);
    
                CameraX = 0x8,                  //Good
                CameraY = 0xC,                  //Good 
                CameraZ = 0x10,                 //Good
                CameraMatrix = 0x14,            //Good
                CameraPointer = 0xD91A90,       //Good
                CameraOffset = 0x7610,          //Good
            }
    #endregion
    
    
    #region Nested type: AutoAttack
            internal enum AutoAttack 
            {
                //AutoAttackFlag = 0xEE8,       //Old Method
                //AutoAttackMask = 0xEEC,       //Old Method
                //Address seems to show the GUID of the Auto Attack target
                AutoAttackGUID = 0xEE0,         //Good
                //Shows 0x06 when not wanding, 0x0C or 0x0E when wanding.
                Wanding = 0xF00,                //Good
            }   
    #endregion
    
    #region Nested type: CastingInfo
            internal enum CastingInfo
            {
                IsCasting = 0xF1C,              //Good
                ChanneledCasting = 0xF58,       //Good
            }
    #endregion
    
    #region Nested type: Chat
            internal enum Chat : uint  
            {
                //TODO : Go fix chat arrays and memory usage there.
                ChatStart = 0xD93300,           //Good
                OffsetToNextMsg = 0x17E8,       //Good
                ChatPosition = 0xDED67C,         //New for me to use
                MsgSenderGuid	= 0x00,         //Good
                MsgSenderName	= 0x034,        //Good
                MsgFullMessage  = 0x0065,       //Good
                MsgOnlyMessage  = 0x0C1D,       //Good
                MsgChannelNum   = 0x17D8,       //Good
                MsgTimeStamp    = 0x17E4,       //Good
            }
    #endregion
    
    #region Nested type: RealId
            internal enum ReadId : uint
            {
                DatabasePointer = 0xDEEC0C,     //Good
                ItemSize = 0x33C,
                NumItems = 0xDEEC08,         
            }
    #endregion
    
    
    #region BlueChat
            internal enum Messages
            {
                //This is incorrect.  I never use it, so haven't updated it.
                //Seems to be used in updating skills?
                EventMessage = 0xD9BA38     // 5.0.4 (15929)  <--- FIX THIS
            }
    #endregion
    
            //Moved to Power3
    //#region Nested type: ComboPoints
    //        internal enum ComboPoints 
    //        {
    //            ComboPoints = 0xD91411,     // 5.4.8 (18414) (0x4F0 diff)
    //        }
    //#endregion
    
    #region Nested type: Runes
            internal enum Runes
            {
                RuneTypes = 0xE07E78,       //Good
                RunesOffset = 0xE07EDC,     //Good
            }
    #endregion
    
    #region Nested type: Container
            internal enum Container
            {
                //Provided by Charles.
                EquippedBagGUID = 0xDD7328,  //Need to update
            }
    #endregion
    
    
    #region Nested type: KeyBinding
            internal enum KeyBinding
            {
                NumKeyBindings = 0xDEF240,      //Good
                First = 0xC8,                   //Good
                Next = 0xC0,                    //Good
                Key = 0x18,                     //Good
                Command = 0x2C,                 //Good
            }
    #endregion
    
    
     #region Nested type: Macros
            internal enum MacroManager
            {
                MacroCount = 0xE07750,      //Good
                MacroTable = 0xE07758,      //Good
            }
    #endregion
    
    
    #region Nested type: Reaction
            internal enum Reaction : uint 
            {
                FactionPointer = FactionStartIndex + 0xC,    // 5.4.8 (18414)
                FactionTotal = FactionStartIndex - 0x4,      // 5.4.8 (18414)
                HostileOffset1 = 0x14,                       // 5.4.8 (18414)
                HostileOffset2 = 0x0C,                       // 5.4.8 (18414)
                FriendlyOffset1 = 0x10,                      // 5.4.8 (18414)
                FriendlyOffset2 = 0x0C,                      // 5.4.8 (18414)
                FactionStartIndex = 0xC8ADDC,                // 5.4.8 (18414) (0x760 diff)
            }
    #endregion
    
    
    /*
     * //Now using the one from the descriptors offset.
    #region Nested type: ShapeshiftForm
            internal enum ShapeshiftForm 
            {
                BaseAddressOffset1 = 0xE4,       // 5.4.8 (18414)
                BaseAddressOffset2 = 0x1E3,      // 5.4.8 (18414)
            }
    #endregion
    */
    
    #region Nested type: SpellCooldown
            internal enum SpellCooldown : uint 
            {
                CooldPown = 0xCA2600,   // 5.4.8 (18414) (0x4F0 diff) 
            }
    #endregion
    
    #region Nested type: Swimming
            internal enum Swimming  
            {
                Pointer = 0x124,    //Good
                Offset = 0x40,      //Good
                Mask = 0x100000,    //Good
            }
    #endregion
    
    #region IsFlying enum
            public enum IsFlying
            {
                Pointer = 0x124,    //Good
                Offset = 0x40,      //Good
                Mask = 0x1000000    //Good
            }
    #endregion
    
    #region Nested type: UnitSpeed
            internal enum UnitSpeed
            {
                Pointer1 = 0x124,   //Good
                Pointer2 = 0x88,    //Good
            }
    #endregion
    
    
    #region Nested type: UnitAuras
            internal enum UnitAuras : uint 
            {
                AuraCount1 = 0x1520,        //Good
                AuraCount2 = 0x10A0,        //Good
                AuraTable1 = 0x10A0,        //Good
                AuraTable2 = 0x10A4,        //Good
                AuraSize = 0x48,            //Good
                AuraSpellId = 0x30,         //Good
                AuraStack = 0x35,           //Good
                TimeLeft = 0x3C,            //Good
                OwnerGUID = 0x20,           //Good
            }
    #endregion
    
    #region Nested type: UnitName
            internal enum UnitName : uint
            {
                ObjectName1 = 0x26C,                //Good
                ObjectName2 = 0xB4,                 //Good
                PlayerNameGUIDOffset = 0x010,       //Good
                PlayerNameStringOffset = 0x021,     //Good
                PlayerNameCachePointer = 0xC8B574,  //Good
                UnitName1 = 0xBC4,                  //Good
                UnitName2 = 0x7C,                   //Good
            }
    #endregion
    
    #region Nested type: WowObject
            internal enum WowObject 
            {
                X = 0xA50,                          //Good 
                Y = X + 0x4,                        //Good
                Z = X + 0x8,                        //Good
                RotationOffset = X + 0x10,          //Good
                GameObjectX = 0x0138,               //Good
                GameObjectY = GameObjectX + 0x4,    //Good
                GameObjectZ = GameObjectX + 0x8,    //Good
                GameObjectRotation = GameObjectX + 0x10,    //Good
            }
    #endregion
    
    #region Nested type: Zone
            internal enum Zone : uint
            {
                ZoneText = 0xD91334,        //Good
                ZoneID = 0xD91388,          //Good
            }
    #endregion
    
    
    #region Nested type: UiFrame
            internal enum UiFrame 
            {
                //var @base = Memory.ReadRelative<uint>((uint)Pointers.UiFrame.FrameBase);
                //var currentFrame = Memory.Read<uint>(@base + (uint)Pointers.UiFrame.FirstFrame);
    
                ScrWidth = 0xB56C88,            //Verify
                ScrHeight = 0xB56C8C,           //Verify
                FrameBase = 0xC30620,           //Good
                CurrentFramePtr = 0xC30620,     //Good
    
                FirstFrame = 0x12F4,            //Good
                NextFrame = 0x12EC,             //Good
                RegionsFirst = 0x168,           //Good
                RegionsNext = 0x160,            //Good
                Visible = 0x64,                 //Good
                Visible1 = 0x1A,                //Good
                Visible2 = 1,                   //Good
                LabelText = 0xF8,               //Good
                Name = 0x1C,                    //Good
    
                ButtonEnabledPointer = 0x1F4,   //Assumed Good
                ButtonEnabledMask = 0xF,        //Assumed Good
                ButtonChecked = 0x230,          //Assumed Good
                EditBoxText = 0x210,            //Assumed Good
                FrameBottom = 0x68,             //Assumed Good
                FrameLeft = 0x6c,               //Assumed Good
                FrameTop = 0x70,                //Assumed Good
                FrameRight = 0x74,              //Assumed Good
                CurrentFrameOffset = 0x88,      //Assumed Good?       
            }
    
    #endregion
        }
    }
    
    #endif
    Last edited by dragonbane24; 10-22-2014 at 12:43 AM. Reason: Updated to reflect work done.

  15. #30
    charles420's Avatar Elite User
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    0xCA18F0 SpellCooldown

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