[help][8.3] How to handle Aura? my old code not working? menu

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  1. #1
    chlycooper's Avatar Member
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    [help][8.3] How to handle Aura? my old code not working?

    i used
    Code:
    $auraCount = _MemoryRead($NextObject1 + $AuraCount1, $hWow, 'dword')
    $auraTable = $NextObject1 + $AuraTable1
    If $auraCount > 80 Then
    	$auraTable = _MemoryRead($NextObject1 + $AuraTable2, $hWow, 'dword')
    	$auraCount = _MemoryRead($NextObject1 + $AuraCount2, $hWow, 'dword')
    EndIf
    For $I = 0 To $auraCount - 1
    		Local $spellId = _MemoryRead($auraTable + $AuraSize * $I + $AuraSpellId, $hWow, 'dword')
    Next
    is it changed ? or i just use the wrong offset? I tried some , can't get them.

    [help][8.3] How to handle Aura? my old code not working?
  2. #2
    counted's Avatar Contributor Authenticator enabled
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    You will need to supply more info on your constants for anyone to help you.

  3. #3
    chlycooper's Avatar Member
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    i got from other post, but i can't make it work.
    $AuraCount2 = 0x600 (from a post for 8.3)
    $AuraCount1 = $AuraCount2 + 0xA80 (from a post for 8.3)
    and:
    Aura_Count2 = 0x5f8
    Aura_Count1 = Aura_Count2 + 0xA80
    Aura_Table1 = Aura_Count2 (from a post for 8.25)
    Aura_Table2 = Aura_Count2 + 0x8 (from a post for 8.25)

    $NextObject is the LocalPlayobj address

  4. #4
    counted's Avatar Contributor Authenticator enabled
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    Find Script_GetSpellConfirmationPromptsInfo and look around 0x75 from the start of the subroutine, you will see the 0x600 and the 0xa80 offsets. That section of the code shows you how to use them properly. You can also find the Size of the Aura Entry and the Offset of SpellId into the Aura Entry a bit further down.

  5. #5
    chlycooper's Avatar Member
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    thank you , big help, i will try it.

  6. #6
    ejt's Avatar Contributor
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    Not sure where you got the 'auraCount > 80' from but here is how wow handles auras

    Code:
    void Unit::UpdateAllAuras()
    {
    	auras.clear();
    
    	uint64_t table = address() + offsetof(CGUnit, AuraCount); // 0x600
    	int32_t count = unit_data->AuraFirst; // 0x1080
    
    	if (count == -1)
    	{
     		table = unit_data->AuraTable; // 0x608
    		count = unit_data->AuraCount; // 0x600
    	}
    
    	for (int32_t i = 0; i < count; ++i)
    	{
                    // sizeof CGAura = 0xA8
    		Aura aura = Aura(_process->memory().Read<CGAura>(table + (sizeof(CGAura) * i)));
                   
                    // spell_id is at 0x88
    		if (aura.GetSpellId() > 0)
    			auras.emplace_back(Aura(aura)); 
    	}
    }
    You can reverse the UnitBufff API function and it will call a function that has this:

    Code:
        v5 = sub_D65700(v3, *(unsigned int *)(v2 + 0x10), *(unsigned __int8 *)(v2 + 0x14));
        v6 = v5;
        if ( (v5 & 0x80000000) != 0 )
          goto LABEL_13;
        v7 = v3 + 0x600;
        v8 = 0xA8i64 * v5;
        if ( *(_DWORD *)(v3 + 0x1080) == -1 )
          v7 = *(_QWORD *)(v3 + 0x608);
        v9 = *(_DWORD *)(v8 + v7 + 0x88);
        v10 = (signed int *)sub_465050(&off_28D8B40, *(unsigned int *)(v8 + v7 + 0x88), 0i64, &v21);
        if ( v10 )
        {
          v11 = sub_B79EA0(v3, v6);
          result = sub_166DDE0(v9, v11, v20, v4, v10, v3);
        }
    which is similar to the code above

  7. #7
    chlycooper's Avatar Member
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    thank you, i make it working , a lot to learn....

  8. #8
    chlycooper's Avatar Member
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    Originally Posted by ejt View Post
    Not sure where you got the 'auraCount > 80' from but here is how wow handles auras

    Code:
    void Unit::UpdateAllAuras()
    {
    	auras.clear();
    
    	uint64_t table = address() + offsetof(CGUnit, AuraCount); // 0x600
    	int32_t count = unit_data->AuraFirst; // 0x1080
    
    	if (count == -1)
    	{
     		table = unit_data->AuraTable; // 0x608
    		count = unit_data->AuraCount; // 0x600
    	}
    
    	for (int32_t i = 0; i < count; ++i)
    	{
                    // sizeof CGAura = 0xA8
    		Aura aura = Aura(_process->memory().Read<CGAura>(table + (sizeof(CGAura) * i)));
                   
                    // spell_id is at 0x88
    		if (aura.GetSpellId() > 0)
    			auras.emplace_back(Aura(aura)); 
    	}
    }
    You can reverse the UnitBufff API function and it will call a function that has this:

    Code:
        v5 = sub_D65700(v3, *(unsigned int *)(v2 + 0x10), *(unsigned __int8 *)(v2 + 0x14));
        v6 = v5;
        if ( (v5 & 0x80000000) != 0 )
          goto LABEL_13;
        v7 = v3 + 0x600;
        v8 = 0xA8i64 * v5;
        if ( *(_DWORD *)(v3 + 0x1080) == -1 )
          v7 = *(_QWORD *)(v3 + 0x608);
        v9 = *(_DWORD *)(v8 + v7 + 0x88);
        v10 = (signed int *)sub_465050(&off_28D8B40, *(unsigned int *)(v8 + v7 + 0x88), 0i64, &v21);
        if ( v10 )
        {
          v11 = sub_B79EA0(v3, v6);
          result = sub_166DDE0(v9, v11, v20, v4, v10, v3);
        }
    which is similar to the code above
    // sizeof CGAura = 0xA8 maybe changed in 8.3.
    for (int i = 0; i < count; ++i)
    {
    Aura aura = new Aura (process, process.Read<IntPtr>(address + 0x608 + (0xA8 * i)))
    if (aura.GetSpellId() > 0 )
    auras.Add(aura);
    }

  9. #9
    ejt's Avatar Contributor
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    Size of CGAura is still 0xA8 as you can see from

    Code:
    v8 = 0xA8i64 * v5;
    and I'm not sure why you do

    Code:
    address + 0x608 + (0xA8 * i)
    when thats not how I showed you.

  10. #10
    chlycooper's Avatar Member
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    Originally Posted by ejt View Post
    Size of CGAura is still 0xA8 as you can see from

    Code:
    v8 = 0xA8i64 * v5;
    and I'm not sure why you do

    Code:
    address + 0x608 + (0xA8 * i)
    when thats not how I showed you.
    i was made a mistake, now i got my spell id by
    Code:
      int spellid = process.Read<int>(table + (0xA8 * i) + 0x88)
    thanks.

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