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  1. #1
    sanyle's Avatar Member
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    Ask for help about calling function

    I'm a novice. I've been learning how to make my own robot here.
    Now I try to calling FrameScript_ExecuteBuffer in wowclassic.
    It seems to have failed to operate according to the experience I learned here.
    I first tried remote execution asm
    Code:
    sub rsp, 0x20
    xor r8d, r8d
    mov rdx, LuaByte_Buffer  //print("test") byte
    mov rcx, LuaByte_Buffer  //print("test") byte
    call FrameScript__ExecuteBuffer  //0x328660 
    add rsp, 0x20
    retn
    The game will not get any output, Similar code I test in the 1.21 client is feasible. I know it needs to be executed in the main thread, but according to my experience in the forum, it will not be thread safe but it can be executed successfully occasionally.

    I also tried to inject DLL to start the C# assembly. and hook WndProc. Let the calling function run on the main thread. The result is a game memory execute error. Or nothing happens.

    I checked a lot of forum posts. Did not find the answer. Ask everyone for help or provide ideas. thank you very much.
    English is not my native language, sorry.

    Ask for help about calling function
  2. #2
    Icesythe7's Avatar Contributor
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    as of 1.13.3.33526 the offset is
    Code:
    inline uintptr_t FrameScriptExecute = 0x32DA50;
    and in c++ you can call it like so

    Code:
    inline void Execute(const char* com)
    {
    	reinterpret_cast<uintptr_t(__fastcall*)(const char*, const char*, int64_t)>(Base + FrameScriptExecute)(com, "blah", 0);
    }
    
    inline void Execute(const std::string& com)
    {
    	Execute(com.c_str());
    }

  3. #3
    sanyle's Avatar Member
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    Originally Posted by Icesythe7 View Post
    as of 1.13.3.33526 the offset is
    Code:
    inline uintptr_t FrameScriptExecute = 0x32DA50;
    and in c++ you can call it like so

    Code:
    inline void Execute(const char* com)
    {
    	reinterpret_cast<uintptr_t(__fastcall*)(const char*, const char*, int64_t)>(Base + FrameScriptExecute)(com, "blah", 0);
    }
    
    inline void Execute(const std::string& com)
    {
    	Execute(com.c_str());
    }
    Thank you for your help. Lua can be executed after the DLL is injected. I retested the asm remote injection and it seems that there is a problem here with CreateRemoteThread. Can create threads. But it doesn't really execute. Is it because of anti-cheating in the game?

  4. #4
    Icesythe7's Avatar Contributor
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    Originally Posted by sanyle View Post
    Thank you for your help. Lua can be executed after the DLL is injected. I retested the asm remote injection and it seems that there is a problem here with CreateRemoteThread. Can create threads. But it doesn't really execute. Is it because of anti-cheating in the game?
    Yes can't createremotethread. Just inject dll and call the function.

  5. #5
    zys924's Avatar Active Member
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    Originally Posted by Icesythe7 View Post
    Yes can't createremotethread. Just inject dll and call the function.
    It is because the thread created is killed by the process TLS callback instantly. You need to hijack a thread to execute your remote things.

  6. #6
    fullpolo's Avatar Member
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    Do u have DefaultServerLogin Offset?thanks

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