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  1. #1
    _chase's Avatar Established Member
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    [Classic] [1.13.7.38631]

    Code:
    	/* 48 8B 05 ? ? ? ? 48 8B 88 ? ? 00 00 48 8B 43 ? */
    	inline uintptr_t CameraManager = 0x291A250;
    	inline uintptr_t CameraBase = 0x3330;
    
    	/* 48 83 EC ? 45 33 C9 C6 44 24 ? ? 4C 8D 44 24 ? E8 ? ? ? ? 84 C0 74 ? 41 B9 ? ? ? ? 4C 8D 05 ? ? ? ? BA ? ? ? ? 48 8D 4C 24 ? E8 ? ? ? ? 48 83 C4 ? C3 33 C0 48 83 C4 ? C3 D3 ED */
    	inline uintptr_t GetBaseFromToken = 0x14A7EF0;
    
    	/* 48 83 EC ? 0F B6 15 ? ? ? ? C1 EA ? 83 E2 ? E8 ? ? ? ? B8 ? ? ? ? 48 83 C4 ? C3 48 83 EC ? */
    	inline uintptr_t InGame = 0x29196E4;
    
    	/* 40 53 48 83 EC ? 83 3D ? ? ? ? ? 48 8B D9 74 ? BA ? ? ? ? */
    	inline uintptr_t SpriteLeftClick = 0x0FD68B0;
    	inline uintptr_t SpriteRightClick = 0x0FD6CA0;
    
    	/* 48 83 ec ? 48 8b 81 ? ? ? ? 48 83 b8 ? ? ? ? ? 7e ? 4c 8b 41 */
    	inline uintptr_t MoveTo = 0x0B08C40;
    
    	/* 48 83 EC ? 48 8B 81 ? ? ? ? 48 83 B8 ? ? ? ? ? 7E ? 48 8B 51 ? */
    	inline uintptr_t FaceTo = 0x0B089D0;
    
    	/* Below takes us to some iterate frame function, which has the frame base and first/next offset */
    	/* 40 57 48 83 EC ? 48 8B 3D ? ? ? ? 33 C9 48 8B 87 ? ? ? ? */ 
    	inline uintptr_t FramesBase = 0x26375D8;
    	inline uintptr_t FrameFirst = 0xCD0;
    	inline uintptr_t FrameNext = 0xCC0;
    
    	/* vmt offsets (frame->vmt + 0xXXXX) */
    	inline uintptr_t Frame_Click = 0x1F0;
    	inline uintptr_t Frame_GetType = 0x48;
    
    	/* 41 0F 10 00 48 8B 0D ? ? ? ? 0F 29 44 24 20 48 85 ? ? ? 48 */
    	inline uintptr_t ObjectManager = 0x26F74C8;
    	inline uintptr_t ObjectManagerFirstObject = 0x18;
    	inline uintptr_t ObjectManagerNextObject = 0x70;
    
    	/* 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 83 EC ? 4C 8B 74 24 ? 49 8B D9 49 C7 00 ? ? ? ? */
    	inline uintptr_t GetBagAndSlot = 0x11BA0E0;
    	
    	/* E8 ? ? ? ? 48 85 C0 74 B1 */
    	inline uintptr_t GetItemPointer = 0xCEAFC0;
    
    	/* 48 89 5C 24 ? 57 48 83 EC ? 8B FA 8B D9 E8 ? ? ? ? 85 C0 */
    	inline uintptr_t IsSpellKnown = 0x1048720;
    
    	/* 44 8B C1 85 C9 0F 84 86 00 00 00 ? D2 74 51 44 8B 0D ? ? ? ? 33 D2 45 85 C9 74 74 4C 8B 15 */
    	inline uintptr_t FindSlotBySpellId = 0x1040840;
    
    	/* 48 89 5C 24 10 48 89 6C 24 18 48 89 74 24 20 41 56 48 83 EC 50 41 0F B6 F1 48 63 D9 49 8B E8 44 */
    	inline uintptr_t CastSpell = 0x103E530;
    
    	/* 48 83 EC 58 44 8B D1 C6 44 24 48 00 F7 DA 48 8D 05 ? ? ? ? 41 8B D2 48 1B C9 81 E1 B8 00 00 */
    	/* 48 83 EC ? 44 8B D1 C6 44 24 ? ? */
    	inline uintptr_t SpellCooldown = 0x9C2650;
    
    	/* 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 41 56 41 57 48 81 EC ? ? ? ? 8B D9 */
    	inline uintptr_t IsCurrentSpell = 0x9CAFF0;
    
    	/* E8 ? ? ? ? 48 85 C0 74 B1 */
    	inline uintptr_t SpellMinMaxRange = 0x9BFC00;

    [Classic] [1.13.7.38631]
  2. Thanks maikel233 (1 members gave Thanks to _chase for this useful post)
  3. #2
    oiramario's Avatar Established Member
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    hi @_chase, how to use:
    Code:
    inline uintptr_t GetItemPointer = 0xCEAFC0;
    can i get item's name by using:
    Code:
    const char* CGObjects::GetName(CGObject* object) {
    	return (*reinterpret_cast<const char* (__fastcall**)(CGObject*)>((uintptr_t)object->vmt + (0x08 * 15)))(object);
    }
    Last edited by oiramario; 05-11-2021 at 04:30 PM.

  4. #3
    _chase's Avatar Established Member
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    Originally Posted by oiramario View Post
    hi @_chase, how to use:
    inline uintptr_t GetItemPointer = 0xCEAFC0;
    I reversed lua function "GetContainerItemId(index, slot)"

    Code:
    signed __int64 __fastcall Script_GetContainerItemId(__int64 a1)
    {
      __int64 v1; // rdi
      int v2; // ebx
      int v3; // eax
      __int64 *item; // rax
      unsigned int slotIndex; // [rsp+48h] [rbp+10h]
      char v7; // [rsp+50h] [rbp+18h]
      __int64 bagObj; // [rsp+58h] [rbp+20h]
    
      v1 = a1;
      if ( (unsigned int)lua_isnumber(a1, 1i64) && (unsigned int)lua_isnumber(v1, 2i64) )
      {
        v2 = lua_todouble(v1);
        v3 = lua_todouble(v1);
        if ( GetBagAndSlotFromLua(v3 - 1, v2 - 1, &bagObj, (int *)&slotIndex, &v7) )
        {
          item = GetItemPtr(bagObj, slotIndex);
          if ( item )
          {
            lua_pushnumber(v1, (double)*(signed int *)(item[2] + 0x10));
            return 1i64;
          }
        }
      }
      else
      {
        luaL_error(v1, "Usage: GetContainerItemID(index, slot)");
      }
      return 0i64;
    }

    I've added GetBagAndSlot and GetItemPointer in order to as efficiently as possible handle inventory items without needing ClntMgrGetObjPtr, which is return address checked.
    I still haven't figured out how to evade the return address checks.
    Note in this code, ItemList is poorly named. It is simply a list of guid pointers, but with my implementation I know these are going to be item guids

    Misc:
    Code:
    typedef TSList<WowGuid*> ItemList;
    #pragma  pack(push, 1)
    template <typename T>
    struct TSList {
    
    	int32_t capacity; // 0x00 - 0x04
    
    	char padding_0x08[0x04]; // 0x04 - 0x08
    
    	T* items;
    };
    #pragma  pack(pop)
    Usage:
    Code:
    auto GetBagAndSlot = reinterpret_cast<boolean(__fastcall*)(int32_t bagSlot, int32_t itemSlot, ItemList** itemList, uint32_t* slot, int32_t* output)>(Module::BaseAddress() + Offsets::GetBagAndSlot);
    auto GetItemPointer = reinterpret_cast<CGItem * (__fastcall*)(ItemList* itemList, uint32_t slot)>(Module::BaseAddress() + Offsets::GetItemPointer);
    
    ItemList* Inventory::GetContainerItems(int32_t containerIndex) {
    	ItemList* itemList = nullptr;
    	uint32_t slot = -1;
    	int32_t output = -1;
    
    	boolean flag = GetBagAndSlot(containerIndex, 0, &itemList, &slot, &output);
    
    	if (flag)
    		return itemList;
    	else
    		return nullptr;
    }
    
    CGItem* ItemLists::AtIndex(ItemList* itemList, uint32_t index) {
    	return GetItemPointer(itemList, index);
    }

  5. #4
    _chase's Avatar Established Member
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    Originally Posted by oiramario View Post
    hi @_chase, how to use:
    Code:
    inline uintptr_t GetItemPointer = 0xCEAFC0;
    can i get item's name by using:
    Code:
    const char* CGObjects::GetName(CGObject* object) {
    	return (*reinterpret_cast<const char* (__fastcall**)(CGObject*)>((uintptr_t)object->vmt + (0x08 * 15)))(object);
    }
    Re: your second question; Yes the vtable function at index 15 will work for all objects

  6. Thanks oiramario (1 members gave Thanks to _chase for this useful post)
  7. #5
    garbled's Avatar Member
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    Originally Posted by _chase View Post
    Code:
    	/* 48 8B 05 ? ? ? ? 48 8B 88 ? ? 00 00 48 8B 43 ? */
    	inline uintptr_t CameraManager = 0x291A250;
    	inline uintptr_t CameraBase = 0x3330;
    
    	/* 48 83 EC ? 45 33 C9 C6 44 24 ? ? 4C 8D 44 24 ? E8 ? ? ? ? 84 C0 74 ? 41 B9 ? ? ? ? 4C 8D 05 ? ? ? ? BA ? ? ? ? 48 8D 4C 24 ? E8 ? ? ? ? 48 83 C4 ? C3 33 C0 48 83 C4 ? C3 D3 ED */
    	inline uintptr_t GetBaseFromToken = 0x14A7EF0;
    
    	/* 48 83 EC ? 0F B6 15 ? ? ? ? C1 EA ? 83 E2 ? E8 ? ? ? ? B8 ? ? ? ? 48 83 C4 ? C3 48 83 EC ? */
    	inline uintptr_t InGame = 0x29196E4;
    
    	/* 40 53 48 83 EC ? 83 3D ? ? ? ? ? 48 8B D9 74 ? BA ? ? ? ? */
    	inline uintptr_t SpriteLeftClick = 0x0FD68B0;
    	inline uintptr_t SpriteRightClick = 0x0FD6CA0;
    
    	/* 48 83 ec ? 48 8b 81 ? ? ? ? 48 83 b8 ? ? ? ? ? 7e ? 4c 8b 41 */
    	inline uintptr_t MoveTo = 0x0B08C40;
    
    	/* 48 83 EC ? 48 8B 81 ? ? ? ? 48 83 B8 ? ? ? ? ? 7E ? 48 8B 51 ? */
    	inline uintptr_t FaceTo = 0x0B089D0;
    
    	/* Below takes us to some iterate frame function, which has the frame base and first/next offset */
    	/* 40 57 48 83 EC ? 48 8B 3D ? ? ? ? 33 C9 48 8B 87 ? ? ? ? */ 
    	inline uintptr_t FramesBase = 0x26375D8;
    	inline uintptr_t FrameFirst = 0xCD0;
    	inline uintptr_t FrameNext = 0xCC0;
    
    	/* vmt offsets (frame->vmt + 0xXXXX) */
    	inline uintptr_t Frame_Click = 0x1F0;
    	inline uintptr_t Frame_GetType = 0x48;
    
    	/* 41 0F 10 00 48 8B 0D ? ? ? ? 0F 29 44 24 20 48 85 ? ? ? 48 */
    	inline uintptr_t ObjectManager = 0x26F74C8;
    	inline uintptr_t ObjectManagerFirstObject = 0x18;
    	inline uintptr_t ObjectManagerNextObject = 0x70;
    
    	/* 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 83 EC ? 4C 8B 74 24 ? 49 8B D9 49 C7 00 ? ? ? ? */
    	inline uintptr_t GetBagAndSlot = 0x11BA0E0;
    	
    	/* E8 ? ? ? ? 48 85 C0 74 B1 */
    	inline uintptr_t GetItemPointer = 0xCEAFC0;
    
    	/* 48 89 5C 24 ? 57 48 83 EC ? 8B FA 8B D9 E8 ? ? ? ? 85 C0 */
    	inline uintptr_t IsSpellKnown = 0x1048720;
    
    	/* 44 8B C1 85 C9 0F 84 86 00 00 00 ? D2 74 51 44 8B 0D ? ? ? ? 33 D2 45 85 C9 74 74 4C 8B 15 */
    	inline uintptr_t FindSlotBySpellId = 0x1040840;
    
    	/* 48 89 5C 24 10 48 89 6C 24 18 48 89 74 24 20 41 56 48 83 EC 50 41 0F B6 F1 48 63 D9 49 8B E8 44 */
    	inline uintptr_t CastSpell = 0x103E530;
    
    	/* 48 83 EC 58 44 8B D1 C6 44 24 48 00 F7 DA 48 8D 05 ? ? ? ? 41 8B D2 48 1B C9 81 E1 B8 00 00 */
    	/* 48 83 EC ? 44 8B D1 C6 44 24 ? ? */
    	inline uintptr_t SpellCooldown = 0x9C2650;
    
    	/* 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 41 56 41 57 48 81 EC ? ? ? ? 8B D9 */
    	inline uintptr_t IsCurrentSpell = 0x9CAFF0;
    
    	/* E8 ? ? ? ? 48 85 C0 74 B1 */
    	inline uintptr_t SpellMinMaxRange = 0x9BFC00;

    resolved void FaceTo(__int64 pLocalPlayer, float angle)
    Last edited by garbled; 05-12-2021 at 04:19 AM. Reason: update

  8. #6
    starfish2021's Avatar Member
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  9. #7
    _chase's Avatar Established Member
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  10. #8
    maikel233's Avatar Contributor
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    Does anyone has world::getenable

    Code:
    // Pointers
    	static inline uintptr_t InGame = Base + 0x29196E4;
    
    	// object manager
    	static inline uintptr_t ClntObjMgrEnumVisibleObjectsPtr = Base + 0xDA29C0;
    	static inline uintptr_t ClntObjMgrGetMapId = Base + 0xDA3240;
    	static inline uintptr_t ClntObjMgrIsValid = 0xDA3900;
    
    	//CTM
    	static inline uintptr_t ClickToMove = 0xFD6E20;
    
    	// pointers
    	static inline uintptr_t InvalidPtrCheckMin = 0x265ED88;
    	static inline uintptr_t InvalidPtrCheckMax = 0x265ED90;
    	static inline uintptr_t CanPerformAction = 0x00;
    	static inline uintptr_t HardwareEventPtr = 0x26375E0;
    
    	// Unit struct
    	static inline uint16_t FirstObject = 0x18;
    	static inline uint8_t Type = 0x20;
    	static inline uint16_t Guid = 0x58;
    	static inline uint16_t NextObject = 0x70;
    	static inline uint16_t AnimationStatus = 0x14C;
    	inline static uint16_t	GatherStatus = 0x6B0;
    	static inline uint16_t DisplayID = 0x003C;
    	static inline uint16_t Owner = 0x534;
    
    	//cast  
    	static inline uintptr_t castSpell = 0x103E530;
    	static inline uintptr_t isSpellKnown = 0x1048720;
    	static inline uintptr_t iscurrentspell = 0x9CAFF0;
    	static inline uintptr_t findSlotBySpellId = 0x1040840;
    	static inline uintptr_t isSpellInRange = 0x102D4F0;
    
    	//Globals
    	static inline uintptr_t GetPlayerName = 0x29F8918;
    	static inline uintptr_t GetRealmName = 2865670; //*ref
    
    	//Camera WorldFrame::GetActiveCamera
    	static inline  uintptr_t CameraMgr = 0x291A250;
    	static inline  uintptr_t CameraPtr = 0x3330;
    
    
    	// CGWorldFrame
    	// CGWorldFrame::RenderWorld			0x101CA00 
    	// CGWorldFrame::OnWorldUpdate			0x101BB60 
    	// CGWorldFrame::GetActiveCamera		0x1017270 
    	// CGWorldFrame::GetBaseDayNightTime	0x1017290 
    	// World
    	// World::InitializeStartup				0x14DE5D0 
    	// World::Intersect						0x14D6E70 //*ref to sub
    	// World::Preload						0x14D91B0 
    	
    	CGObject_C::~CGObject_C					0xB28178; 
    	CGObject_C::Disable						0xABE850; 
    	CGObject_C::PostInit					0xAC0C70; 
    	CGObject_C::Reenable					0xAC1110;

  11. #9
    starfish2021's Avatar Member
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    Thanks very much!

  12. #10
    oiramario's Avatar Established Member
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    Originally Posted by _chase View Post
    Re: your second question; Yes the vtable function at index 15 will work for all objects
    That's great!!! It's more useful and effective then db cache.
    BTW, How do you to dump vmt?

  13. #11
    oiramario's Avatar Established Member
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    @_chase
    I do GetInventoryItem by myself.
    Code:
        enum eInventorySlots {
            Bag_0 = 19,
            Bag_1 = 20,
            Bag_2 = 21,
            Bag_3 = 22,
            NumBag = 4,
    
            BackpackItem_00 = 23,
            BackpackItem_01 = 24,
            BackpackItem_02 = 25,
            BackpackItem_03 = 26,
            BackpackItem_04 = 27,
            BackpackItem_05 = 28,
            BackpackItem_06 = 29,
            BackpackItem_07 = 30,
            BackpackItem_08 = 31,
            BackpackItem_09 = 32,
            BackpackItem_10 = 33,
            BackpackItem_11 = 34,
            BackpackItem_12 = 35,
            BackpackItem_13 = 36,
            BackpackItem_14 = 37,
            BackpackItem_15 = 38,
            BackpackItem_16 = 39,
            BackpackItem_17 = 40,
            BackpackItem_18 = 41,
            BackpackItem_19 = 42,
            NumBackpackItem = 20
        };
    Bag 0 - 3 are containers.
    Code:
    get_inventory():
        for x in bags:
            if x is valid
                for y in (items of x):
                    if y is valid:
                        inventory.push_back(y)
        for z : backpack:
            if z is valid:
                inventory.push_back(z)
        return inventory
    
    get_item(item_id):
        if item in get_inventory():
            if item.id() == item_id:
                return item.addr()
    you can still get num_of_slots and num_of_free along with that.
    suggest dont use lua directly, only reversed lua function to find c call.

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