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  1. #31
    Evansbee's Avatar Active Member
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    Just an FYI, the offsets in x64 land look to be the following (I'll have to actually verify this tonight a bit more)...

    AuraTable = 0x1CA0;
    AuraCount = 0x2320;

    For those interested...


    [Not so stealthy edit]
    Something looks goofy with my aura table offset, scrubbing the code looks like it should clearly be 1ca0, but in a static "probably a pointer and a bunch of it's data" dump that I have, it looks like the offset is 1ca8. Not sure how to explain that. Will confirm tonight.

    Jadd, in your unknown list, i think the element before the spell ID is the caster's GUID (or so my dump would claim).


    [Edit]
    0x1CA0 is the count if 0x2320 is -1. odd code.
    Last edited by Evansbee; 06-09-2015 at 01:53 PM.

    [WoW] [6.1.2 19865] Release Info Dump Thread
  2. #32
    Evansbee's Avatar Active Member
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    And to give back just a little bit.

    Here's the c++ code that reads the spell table in x64.


    Code:
    struct Offsets
    {
    static const intptr_t UnitAuraCount = 0x2320;
    static const intptr_t UnitAuraTable= 0x1CA0;
    };
    
    
    CurrentObjectList[guid].m_SpellsActive.clear();
    uint32_t AuraCount = wowProcess.ReadMemory<intptr_t>(entity + Offsets::UnitAuraCount);
    uint32_t AuraTablePtr = entity + Offsets::UnitAuraTable;
    uint32_t RealAuraCount = 0;
    
    if (AuraCount == 0xFFFFFFFF)
    {
    	RealAuraCount = wowProcess.ReadMemory<uint32_t>(AuraTablePtr);
    }
    else
    {
    	RealAuraCount = AuraCount;
    }
    
    while (1)
    {
    	intptr_t temp = RealAuraCount--;
    	if (!temp)
    	{
    		break;
    	}
    
    	intptr_t AuraTableOffset = RealAuraCount * 104;
    	intptr_t AuraRecordPtr = 0;
    	if (AuraCount == 0xffffffff)
    	{
    		AuraRecordPtr = wowProcess.ReadMemory<intptr_t>(AuraTablePtr + 8) + AuraTableOffset;
    	}
    	else
    	{
    		AuraRecordPtr = AuraTablePtr + AuraTableOffset;
    	}
    	uint32_t spellid = wowProcess.ReadMemory<uint32_t>(AuraRecordPtr + 80);
    	if (spellid > 0)
    	{
    		CurrentObjectList[guid].m_SpellsActive.push_back(spellid);
    	}
    }
    CurrentObjectList[guid].m_AuraCount = CurrentObjectList[guid].m_SpellsActive.size();
    Notice that I haven't yet thrown in the structure to get all spell data. This is mostly test code and hasn't been integrated into the actual bot read functions yet. (Edit: that 80 in there is the spellID offset within the spell structure)
    Last edited by Jadd; 06-10-2015 at 07:35 AM. Reason: Replaced quote tags with code tags

  3. #33
    Evansbee's Avatar Active Member
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    Alrighty, the stream of consciousness continues -- Raid Info...

    There's a global pointer to the raid info struct @
    BasePtr + 15CD8F0 or...
    BasePtr + 15CD8E8 (mine seem to end up here, though WoW looks at F0 first)

    At that pointer is some critical info
    uint32_t NumRaidMembers = *(RaidInfoStruct + 0x17c);
    for each raid member you can grab a pointer to the raid member struct @
    RaidMember = *(RaidInfoStruct + 8 * RaidMemberNumber);
    Within the raid member struct is a guid @ offset 16 (don't yet know what the first 16 bytes are, but I think I don't care)

    Am I on the correct path?

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