2.4.3 Memory Editing for Model Swap menu

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  1. #1
    pinny's Avatar Active Member
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    2.4.3 Memory Editing for Model Swap

    I'm trying to make a basic model swapper for items by using memory editing. The problem i'm encountering is refreshing the character's models.

    In the 2.4.3 client, for example I can change the main hand attached to the character by modifying the address at

    BASE + 0x2F68

    I can refresh the weapon model by either sheath/unsheathing or attacking something.

    I can change the cloak memory address from

    BASE + 0x2F28

    and refresh this by ticking/unticking display cloak.

    Does anybody know of a way I can refresh my visuals for all of my items easily?

    I also tried a simple /console reloadui but it does not seem to actually reload the models.

    2.4.3 Memory Editing for Model Swap
  2. #2
    DarkLinux's Avatar Former Staff
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    Did you try UpdateDisplayInfo?,

    Originally Posted by DarkLinux View Post
    Code:
    typedef int (__thiscall* dUpdateDisplayInfo)(PVOID _this, int unknown, int unknown2);
    static int UpdateDisplayInfo(PVOID _this)
    {
    	dUpdateDisplayInfo _UpdateDisplayInfo = (dUpdateDisplayInfo)0x00622520; // 2.4.3
    	return _UpdateDisplayInfo(_this, 1, 1);
    }
    2.4.3 Offsets & Pointers (2.4.3 Offsets & Pointers)

    Code:
    UpdateDisplayInfo((PVOID)*(DWORD*)0x00E29D28);
    Last edited by DarkLinux; 01-24-2018 at 02:23 PM.

  3. Thanks bone91, pinny (2 members gave Thanks to DarkLinux for this useful post)
  4. #3
    pinny's Avatar Active Member
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    Originally Posted by DarkLinux View Post
    Did you try UpdateDisplayInfo?,


    2.4.3 Offsets & Pointers

    Code:
    UpdateDisplayInfo((PVOID)*(DWORD*)0x00E29D28);
    Thank you very much for the reply.

    I have been messing with this for a few hours trying different things, and i'm a bit stuck.

    I am injecting an ASM codecave and detouring to it from EndScene for when I am calling in game functions in C#.

    Can anybody tell me if there is something that sticks out as wrong in this example ASM to attempt to call that function?

    Code:
    String[] asm = new String[]
    {
        "push eax", //push current eax register to stack
        "mov eax, 0", //move 0 to eax for 3rd parm
        "push eax", //push 3rd parm to stack
        "mov eax, 0", //move 0 to eax for 2nd parm
        "push eax", //push 2nd parm to stack
        "mov eax, "+((uint)myProc.cc.Target.baseAddress).ToString(), //insert base address of entity to update into eax
        "push eax", //push (this) parm to stack of object to update display info on
        "call 00622520", //call update display info
        "pop eax", //pop eax from where it was pushed at the beginning
        "retn",
    };
    myProc.inj.InjectAndExecute(asm);
    Last edited by pinny; 01-25-2018 at 01:26 AM.

  5. #4
    WiNiFiX's Avatar Banned
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    My guess without testing is that you using 0x00622520 but the offset linked was 0x00E29D28, assuming the rest of the parameters are correct.
    Edit: Ignore my mistake i did I didnt realise that 0x00E29D28 was the localplayer
    Last edited by WiNiFiX; 01-25-2018 at 03:51 AM. Reason: Sleepy

  6. #5
    DarkLinux's Avatar Former Staff
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    Should be,

    Code:
    push 1
    push 1
    mov ecx, localplayer
    call 0x00622520

  7. Thanks pinny (1 members gave Thanks to DarkLinux for this useful post)
  8. #6
    pinny's Avatar Active Member
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    Originally Posted by DarkLinux View Post
    Should be,

    Code:
    push 1
    push 1
    mov ecx, localplayer
    call 0x00622520
    Thank you so much everybody you are the best DarkLinux!!

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