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  1. #1
    evil2's Avatar Active Member
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    [WoW] [7.3.5.25864]

    x32

    curMgrPtr/First/Local : 0x105DDCC / 0xD8 / 0xE8
    Aura : 0x11A0 / 0x980
    RunesPtr/Cnt : 0x12100BC / 0x12100F4
    NamePlayerPtr : 0x1021C44
    SpellCdPtr : 0x104AA80
    SpellBookPtr : 0x11F6D20


    no big changes, only some structs moved/changed 4-8 bytes..

    anyone has the ptr for SpellOverwrite table?
    Last edited by evil2; 01-17-2018 at 02:44 AM.

    [WoW] [7.3.5.25864]
  2. #2
    zhumoerju's Avatar Member
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    Help! # CTMmove Seems to be encrypted do not know how to solve

  3. #3
    DarkLinux's Avatar Former Staff
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    Originally Posted by zhumoerju View Post
    Help! # CTMmove Seems to be encrypted do not know how to solve
    [WoW] [7.3.0.24931]

  4. #4
    provirus's Avatar Member
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    x64 rebased

    Code:
    PlayerZoneID = 0x1BEC764;
    NotLoadingScreen = 0x15F1624;
    GameState = 0x1BD72BF;
    GlueState = 0x1946049;
    KnownSpells = 0x1BD8858;
    LastHardwareAction = 0x18ABE00;
    MouseoverGUID = 0x1BD7310;
    BlackMarketNumItems = 0x1C2E870;
    PlayerGUID = 0x1C68CF0;
    TickCount = 0x18AAE4C;
    ChatIsOpened = 0x18C3554;
    BlackMarketItems = 0x1C2E878;
    ChatBuffer = 0x1B79950;
    UIFrameBase = 0x18ABDF8;
    KnownSpellsCount = 0x1BD8850;
    ObjectManager = 0x1961190;
    FocusedWidget = 0x18ABDB0;
    Code:
    UnitDescriptors = 0x10;
    UnitTargetGUID = 0xA0;
    UnitClass = 0xD5;
    UnitHealth = 0xE0;
    UnitPower = 0xE8;
    UnitHealthMax = 0x100;
    UnitPowerMax = 0x108;
    UnitLevel = 0x150;
    UnitRace = 0x168;
    UnitFlags = 0x184;
    UnitMountDisplayID = 0x1B0;
    Code:
    AuraCount1 = 0x27E8;
    AuraCount2 = 0x1DE8;
    AuraTable1 = 0x1DEC;
    AuraTable2 = 0x1DF0;
    Code:
    [StructLayout(LayoutKind.Explicit, Size = 0xA0)]
    public struct WoWAura
    {
    	[FieldOffset(0x50)] public WoWGUID OwnerGUID;
    	[FieldOffset(0x70)] public int SpellId;
    	[FieldOffset(0x79)] public byte Stack;
    	[FieldOffset(0x80)] public uint TimeLeftInMs;
    }

  5. Thanks WiNiFiX, MrNoble (2 members gave Thanks to provirus for this useful post)
  6. #5
    Zazazu's Avatar Contributor
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    x64

    Code:
    SpellOverwrite = 0x181BA50
    Any know KnownSpellsBits offset for x64 or x86?

  7. #6
    pogob's Avatar Established Member
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    x86, rebased

    Code:
    WowConnection__Send = (IntPtr)9438625;
    NetClient__SendRaw = (IntPtr)4577440;
    NetClient__SendJam = (IntPtr)4577772;
    NetClient__ProcessMessage = (IntPtr)4577275;
    ClientServices__SendRaw = (IntPtr)1555595;
    ClientServices__SendJam = (IntPtr)9517087;
    CGChat__AddChatMessage = (IntPtr)6678569;
    Chat.SendChatMessage = (IntPtr)6720085;
    WowClientDB2_Base__GetRecordDataUnsafe = (IntPtr)3397682;
    OsGetAsyncTimeMs = (IntPtr)2612910;
    CGGameUI__m_currentObjectTrack = (IntPtr)18832272;
    CGUnit_C__m_activeMover = (IntPtr)17938808;
    Script_GetGUIDFromName = (IntPtr)6390516;
    CGWorldFrame__s_currentWorldFrame = (IntPtr)18835852;
    s_activeWorldScene = (IntPtr)19295144;
    CWorldMap__QueryHeight = (IntPtr)8969147;
    World__Intersect = (IntPtr)8777876;
    Spell_C_GetSpellCooldown = (IntPtr)4438857;
    Spell_C_IsUsableAction = (IntPtr)1843386;
    Spell_C_RangeCheckSelected = (IntPtr)4497772;
    Spell_C_CastSpell = (IntPtr)4413490;
    Spell_C_StopCasting = (IntPtr)4503691;
    Spell_C__HandleTerrainClick = (IntPtr)4451924;
    CGSpellBook__FindSpellByName = (IntPtr)7076027;
    Spell_C_GetFailType = (IntPtr)4388484;
    CGUnit_C__SendMovementHeartBeat = (IntPtr)4995038;
    CGPlayer_C__AddKnownSpell = (IntPtr)5060091;
    CMovementShared__GetDistanceFallen = (IntPtr)12913187;
    CMovement_C__SendMoveMessage_PlayerMoveFallLand = (IntPtr)4850527;

  8. Thanks MrNoble (1 members gave Thanks to pogob for this useful post)
  9. #7
    MrNoble's Avatar ezclap CoreCoins Purchaser
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    What happend to creating remote threads on live?
    seems like the first instruction of the threads gets changed to "ret".

    any way around this?
    Any fool can write code that a computer can understand. good programmers write code that humans can understand.

  10. #8
    doityourself's Avatar ★ Elder ★
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    Originally Posted by ferib View Post
    What happend to creating remote threads on live?
    seems like the first instruction of the threads gets changed to "ret".

    any way around this?
    works fine

  11. Thanks MrNoble (1 members gave Thanks to doityourself for this useful post)
  12. #9
    danwins's Avatar Contributor
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    Originally Posted by ferib View Post
    What happend to creating remote threads on live?
    seems like the first instruction of the threads gets changed to "ret".

    any way around this?
    Originally Posted by king48488 View Post
    works fine
    DarkLinux mentioned this to me on skype, So i don't think its just you.

  13. Thanks MrNoble (1 members gave Thanks to danwins for this useful post)
  14. #10
    culino2's Avatar Elite User
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    Originally Posted by danwins View Post
    DarkLinux mentioned this to me on skype, So i don't think its just you.
    Did a quick test, CreateRemoteThread is also still working for me, tested on build 25950 x86 binary. I wasn't logged in during my test, though.
    Last edited by culino2; 01-31-2018 at 10:43 PM.

  15. Thanks MrNoble (1 members gave Thanks to culino2 for this useful post)
  16. #11
    DarkLinux's Avatar Former Staff
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    I guess Cheat Engine does not use CreateRemoteThread then. Never really looked...

  17. Thanks MrNoble (1 members gave Thanks to DarkLinux for this useful post)
  18. #12
    MrNoble's Avatar ezclap CoreCoins Purchaser
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    Originally Posted by culino2 View Post
    Did a quick test, CreateRemoteThread is also still working for me, tested on build 25950 x86 binary. I wasn't logged in during my test, though.
    How? whenever i make one, the bytes gets changed avoiding me to execute the whole code.
    Any fool can write code that a computer can understand. good programmers write code that humans can understand.

  19. #13
    culino2's Avatar Elite User
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    Originally Posted by ferib View Post
    How? whenever i make one, the bytes gets changed avoiding me to execute the whole code.
    Don't know what you're doing, but my dll is injecting fine, other winapi functions called in CreateRemoteThread are working too. I never called any WoW functions in CreateRemoteThread.

  20. #14
    enaf3n's Avatar Elite User i like game security stuff CoreCoins Purchaser
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    Originally Posted by ferib View Post
    What happend to creating remote threads on live?
    seems like the first instruction of the threads gets changed to "ret".

    any way around this?
    Haven't looked at it (and don't plan to), but most likely a TLS callback that is checking the start address of the thread. You could get around it by creating the thread in some slack space in the game's .text section, or better yet, suspending and hijacking a game thread temporarily to run your code.

    If you're trying to inject a module then you could get around it by using something like SetWindowsHookEx, which will not create a thread at all and instead queues a procedure in user32 that will be executed by whatever thread calls into that library next.

  21. Thanks MrNoble (1 members gave Thanks to enaf3n for this useful post)
  22. #15
    DarkLinux's Avatar Former Staff
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    The TLS callback is obfuscated, but I'm guessing that's what they are doing. It must be checking if the start address resided inside a module.

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