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  1. #1
    ChrisIsMe's Avatar Active Member
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    Retail 36839

    sub_7FF79B5E90A0 Script_GetGUIDFromToken
    sub_7FF79AC261B0(a1, 5i64, &v3, a2, *(_QWORD *)&v2); CGUnit_C::InitializeTrackingState() // Click to move.
    signed __int64 __fastcall sub_7FF79B06DA90(__int64 a1, __int64 a2); CGGameUI::OnTerrainClic() // Can initiate Terrain clicks, CTM, Spell Ground Casts
    char __fastcall sub_7FF79AA60400(_OWORD *a1, __int64 a2) Spell_C_HandleTerrainClck() // Can click the ground
    char __fastcall sub_7FF79AA5FF90(_OWORD *a1, __int64 a2, char a3); Spell_C_OnTerrainClick() // ^ The function That wraps. May be named wrong..
    __int64 __fastcall sub_7FF79B6B9D90(__int64 a1, unsigned __int64 *a2); Vector::Intersect() // traceline, you can follow up it's xrefs to find out how to call it, I believe on windows there's wrappers that take away the annoyance.

    That's all I want to find and share right now.

    Have funsies.



    //Edit Oh ya, the sauce
    CGUnit_C_InitializeTrackingState(CGPlayer*, unsigned int, GUID*, Vector3*); It's a this call, feed it the local player pointer, can get it from the OM
    CTM flag is second variable, it's the "PUSH" value that people use. 5 moves, figure out the rest.

    Edit again: Rebase 0x7FF799B90000
    Last edited by ChrisIsMe; 12-12-2020 at 10:42 AM.

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  2. Thanks sendeos23 (1 members gave Thanks to ChrisIsMe for this useful post)
  3. #2
    king48488's Avatar ★ Elder ★


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    Originally Posted by ChrisIsMe View Post
    sub_7FF79B5E90A0 Script_GetGUIDFromToken
    sub_7FF79AC261B0(a1, 5i64, &v3, a2, *(_QWORD *)&v2); CGUnit_C::InitializeTrackingState() // Click to move.
    signed __int64 __fastcall sub_7FF79B06DA90(__int64 a1, __int64 a2); CGGameUI::OnTerrainClic() // Can initiate Terrain clicks, CTM, Spell Ground Casts
    char __fastcall sub_7FF79AA60400(_OWORD *a1, __int64 a2) Spell_C_HandleTerrainClck() // Can click the ground
    char __fastcall sub_7FF79AA5FF90(_OWORD *a1, __int64 a2, char a3); Spell_C_OnTerrainClick() // ^ The function That wraps. May be named wrong..
    __int64 __fastcall sub_7FF79B6B9D90(__int64 a1, unsigned __int64 *a2); Vector::Intersect() // traceline, you can follow up it's xrefs to find out how to call it, I believe on windows there's wrappers that take away the annoyance.

    That's all I want to find and share right now.

    Have funsies.



    //Edit Oh ya, the sauce
    CGUnit_C_InitializeTrackingState(CGPlayer*, unsigned int, GUID*, Vector3*); It's a this call, feed it the local player pointer, can get it from the OM
    CTM flag is second variable, it's the "PUSH" value that people use. 5 moves, figure out the rest.
    You just posted addresses that are pretty useless because you don't specify your base address

  4. #3
    culino2's Avatar Contributor
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    Don't want to create a new thread for this, pretty sure someone will see this.

    I wonder why they left all internal opcodes/jam builders in the user client, a compiler flag mistake? It was my first look since the end of legion into the binary. Was a bit confused after my dumper showed 1500+ client opcodes.
    Does anyone know with what build this started to happen?

    Even if it's useless, they did a good job this time locking (nearly) all internal packets server-side, but blowing up the user binary can't be intentionally.

  5. #4
    king48488's Avatar ★ Elder ★


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    Originally Posted by culino2 View Post
    Don't want to create a new thread for this, pretty sure someone will see this.

    I wonder why they left all internal opcodes/jam builders in the user client, a compiler flag mistake? It was my first look since the end of legion into the binary. Was a bit confused after my dumper showed 1500+ client opcodes.
    Does anyone know with what build this started to happen?

    Even if it's useless, they did a good job this time locking (nearly) all internal packets server-side, but blowing up the user binary can't be intentionally.
    No this happened pretty often during bfa too and they never removed all. Some where always left in here and there. What they dont include are the opcdode handlers

  6. Thanks culino2 (1 members gave Thanks to king48488 for this useful post)
  7. #5
    ChrisIsMe's Avatar Active Member
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    Originally Posted by king48488 View Post
    You just posted addresses that are pretty useless because you don't specify your base address
    Rebase 0x7FF799B90000

  8. #6
    34D's Avatar Member
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    Excuse me, Overwatch-Dump-Fix cannot be used normally now, how do I dump memory for IDA?

  9. #7
    king48488's Avatar ★ Elder ★


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    Originally Posted by 34D View Post
    Excuse me, Overwatch-Dump-Fix cannot be used normally now, how do I dump memory for IDA?
    you don't need owdumpfix. You can dump Wow without it, it does not deobfuscate any function

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