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  1. #16
    s761271562's Avatar Member
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    Originally Posted by Razzue View Post
    Hmmmm
    i wonder why it's not working.....

    Current manager type enum:
    Code:
    public enum ManagerType{
        Object = 0,
        Item = 1,
        Container = 2,
        EmpAzeriteItem = 3,
        AzeriteItem = 4,
        Unit = 5,
        Player = 6,
        LocalPlayer = 7,
        GameObject = 8,
        DynamicObject = 9,
        Corpse = 10,
        AreaTrigger = 11,
        SceneObject = 12,
        Conversation = 13,
        Nil = 255
    }
    0x029B3000 + 0x1b58f0 = 0x2B688F0
    This is right

    Classic TBC => Build 42917
  2. #17
    s761271562's Avatar Member
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    Maybe you don't, but I really have a localplayer without type = 7

  3. #18
    Razzue's Avatar Elite User Avid Ailurophile

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    Originally Posted by s761271562 View Post
    Maybe you don't, but I really have a localplayer without type = 7
    Calling bullshit as that's literally how it defines the player character (aka the character youre PLAYING), pics or lies :shrug:
    100% you are reading it wrong, and are oblivious to the simple fix.

    Your output only shows you reading the top most entry, where's you're while (ptr != IntPtr.Zero) loop??

  4. #19
    yezack's Avatar Member
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    Originally Posted by s761271562 View Post
    Maybe you don't, but I really have a localplayer without type = 7
    only one localplayer,it's yourself, you can compare the guid with PlayerGUID [base+0x2AFD7C0]

  5. #20
    yezack's Avatar Member
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    Originally Posted by Razzue View Post
    Dumper:
    Code:
    //------------------------------------------------------------------------------// <auto-generated>
    //     This code was generated by a tool.
    //
    //     Changes to this file may cause incorrect behavior and will be lost if
    //     the code is regenerated.
    // </auto-generated>
    //------------------------------------------------------------------------------
    
    namespace Offset_Manager
    {
        
        
        public class Offsets_42917
        {
            
            public class Guids
            {
                
                public const int Mouseover_Guid = 0x2B69C20;
                
                public const int Pet_Guid = 0x2BA8020;
                
                public const int Player_Guid = 0x2AFD7C0;
                
                public const int Target_Guid = 0x2CDD520;
                
                public const int Last_Target_Guid = 0x2CDD530;
                
                public const int Last_Enemy_Guid = 0x2CDD540;
                
                public const int Last_Friendly_Guid = 0x2CDD550;
                
                public const int Focus_Guid = 0x2CDD560;
                
                public const int DialogWindowOwner_Guid = 0x2CDD570;
                
                public const int Bag_Guid = 0x2BA7CD0;
            }
            
            public class Global_Data
            {
                
                public const int In_Game_Status = 0x2B69BCC;
                
                public const int Player_Name = 0x2AFD7D8;
                
                public const int Corpse_Position = 0x29BF5F0;
                
                public const int Last_Message = 0x2B689F0;
                
                public const int Loot_Window = 0x2BA8AE8;
            }
            
            public class Quests
            {
                
                public const int Base = 0x2BDE610;
                
                public const int NumQuests = 0x2BDE450;
                
                public const int CurrentQuest = 0x2BCEE34;
                
                public const int QuestTitle = 0x2BD9F80;
                
                public const int GossipQuests = 0x2B9F6C8;
                
                public const int NumQuestChoices = 0x2BDE430;
                
                public const int QuestReward = 0x2BDE438;
            }
            
            public class Auto_Loot
            {
                
                public const int Base = 0x2B697D0;
                
                public const int Offset = 0x5C;
            }
            
            public class Click_To_Move
            {
                
                public const int Base = 0x2B69740;
                
                public const int Offset = 0x5C;
            }
            
            public class Chat
            {
                
                public const int Open = 0x2EEBEF4;
                
                public const int Start = 0x2B6B6D0;
                
                public const int Offset = 0xCB8;
                
                public const int Message = 0xE6;
            }
            
            public class Key_Bindings
            {
                
                public const int Base = 0x2AFCAE8;
            }
            
            public class Add_On
            {
                
                public const int Count = 0x2BEF428;
                
                public const int List = 0x2BEF970;
            }
            
            public class Spellbooks
            {
                
                public const int Count = 0x2B9D1C0;
                
                public const int Base = 0x2B9D1C8;
                
                public const int PetBase = 0x2B9D1F0;
                
                public const int PetCount = 0x2B9D1E8;
            }
            
            public class Object_Manager
            {
                
                public const int Zone_ID = 0x300905F;
                
                public const int Names = 0x29E5D10;
                
                public const int Base = 0x2B688F0;
                
                public const int Cooldown = 0x2B046A0;
            }
            
            public class Battlegrounds
            {
                
                public const int Finished = 0x2BA4EEC;
                
                public const int Winner = 0x2BA4EF0;
                
                public const int Info = 0x29C9508;
            }
            
            public class Camera
            {
                
                public const int Base = 0x2F391F8;
                
                public const int Offset = 0x38E0;
            }
        }
    
    }
    What fields i've managed to update thus far:
    Code:
    internalclassItem{
        public const int ID;
        public const int Owner;
        public const int Container;
        public const int Creator;
        public const int StackCount;
        public const int Expiration;
        public const int DynamicFlag;
        public const int Enchant_ID;
        public const int E_Expiration;
        public const int Durability;
        public const int MaxDurability;
    }
    
    internal class Container
    {
        public const int Count;
        public const int Items;
    }
    
    internal class Unit
    {
        public const int Target;
        public const int Charmer;
        public const int Summoner;
        public const int Creator;
        public const int Master;
    
        internal const int CharInfo;
        public static int UnitId;
        internal const int Level;
        public static int Faction;
        public static int DisplayId;
    
        internal const int Health = 0xD4E8;  // Updated
        internal const int MaxHealth = 0xD4F0; // Updated
    
        internal const int Power1 = 0xD7B8; // Updated
        internal const int Power7 = 0xD7D0; // Updated
    
        internal const int MaxPower1 = 0xD7D4; // Updated
        internal const int MaxPower7 = 0xD7E8; // Updated
    
        internal const int Flag0;
        internal const int Flag1;
        internal const int Flag2;
        internal const int Flag3;
        internal const int Flag4;
        internal const int Flag5;
    
        internal const int Movement = 0xF;  // Updated
        internal const int Location = 0x20;  // Updated
        internal const int RotationD = 0x2C;  // Updated
        internal const int RotationF = 0x30;  // Updated
        internal const int Pitch = 0x34;  // Updated
    
        internal const int Info;
        internal const int Rank;
        internal const int Family;
        internal const int Type;
        internal const int Name;
    
        internal const int CastID;
        internal const int CastStart;
        internal const int CastEnd;
        internal const int ChanID;
        internal const int ChanStart;
        internal const int ChanEnd;
    }
    
    internal class Player
    {
        internal const int LootTarget;
        internal const int Flags1;
        internal const int Flags2;
    }
    
    internal class LocalPlayer
    {
        internal const int Equipment = 0xF5C8;  // Updated
        internal const int Backpack;
        internal const int ComboTarget;
        internal const int Money = 0x390; // Updated
        internal const int Experience;
        internal const int NextLevelXP;
        internal const int Flags1;
        internal const int HonorKills24;
        internal const int HonorKills168;
        internal const int HonorKillsAll;
        internal const int TrackerFaction;
    }
    
    internal class Object
    {
        internal const int Name1 = 0x148; // Updated
        internal const int Name2 = 0xE0; // Updated
        internal const int ObjectID;
        internal const int DisplayID;
        internal const int Creator;
        internal const int Flags;
        internal const int Location;
    }
    
    internal class Aura
    {
        internal static int Table1;
        internal static int Table2;
        internal static int Size = 0xB0; // Updated
    
    }
    The way the object manager works has changed in classic, and now matches how the retail client works. (Possible they're prepping for WOTLK !? )
    You can find the example of how i'm handling it on another thread :shrug:
    paste monkey wait for offset of faction,aura,flag .etc
    i scan form [entry+0] to [entry+20000] to find aura_count with change buff count
    in the old game version aura_count=[entry+ 0x1B78]
    but now it's not.i failed
    maybe it's now [[entry+ offset1]+offset2]

    i find actionbar offset=0X2BA61F0 +(bar_index*12+slot)*4

  6. #21
    Razzue's Avatar Elite User Avid Ailurophile

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    Originally Posted by yezack View Post
    paste monkey wait for offset of faction,aura,flag .etc
    i scan form [entry+0] to [entry+20000] to find aura_count with change buff count
    in the old game version aura_count=[entry+ 0x1B78]
    but now it's not.i failed
    maybe it's now [[entry+ offset1]+offset2]

    i find actionbar offset=0X2BA61F0 +(bar_index*12+slot)*4
    internal static int Table1 => 0x6C0;internal static int Table2 => 0x6C8;internal static int Size => 0xB0;

    Code:
    __int64 __fastcall Unit_GetAuraByIndex(__int64 PlayerPTR, unsigned int AuraIndex){
      __int64 result; // rax
    
    
      if ( AuraIndex >= *(_DWORD *)(PlayerPTR + 0x6C0) )
        result = 0i64;
      else
        result = 0xB0i64 * AuraIndex + PlayerPTR + 0x6C8;
      return result;
    
    }

    Last edited by Razzue; 03-25-2022 at 10:12 AM.

  7. Thanks sendeos23 (1 members gave Thanks to Razzue for this useful post)
  8. #22
    yezack's Avatar Member
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    thanx. i got it .the count of aura is always 256 ~, so i can't find it by change buffs~

  9. #23
    yezack's Avatar Member
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    unit's target=>[entry+0XD5A8]

  10. Thanks oiramario (1 members gave Thanks to yezack for this useful post)
  11. #24
    yezack's Avatar Member
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    unit's channel_id=>0X5B8

  12. Thanks oiramario (1 members gave Thanks to yezack for this useful post)
  13. #25
    yezack's Avatar Member
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    unit's factiontemplate =>[[entry+0xD458]+0x1B4]

    in old version factiontemplate is [[entry+descriptors.base]+descriptors.factiontemplate]
    so,i guess unit's descriptors maby=>[entry+0xD458] (without test)

  14. #26
    UnnamedCell's Avatar Member
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    UnitName = [[entry + UnitName1] + UnitName2]
    Code:
    UnitName1 = 0x3A0, // old is 0x1858 //fixed
    UnitName2 = 0xF8,  // not changed
    Last edited by UnnamedCell; 03-27-2022 at 07:13 PM.

  15. #27
    yezack's Avatar Member
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    unit's dynamicFlags:
    [[entry+0X160]+0XC4]
    [[entry+0X2D8]+0XDC]
    [[entry+0X300]+0XDC]
    [[entry+0X328]+0XDC]
    [[entry+0X350]+0XDC]

    (Wrong)

    i got these by memory search and test with tapped and lootable
    tapped:dynamicFlags & 0x10 != 0
    lootable:dynamicFlags & 0x04 != 0
    they all pass the test, so i can't confirm which one is the "true" dynamicFlags,or they are all right?

    btw. tappedbyme is always fail:
    tappedbyme:dynamicFlags & 0x20 != 0
    Last edited by yezack; 03-26-2022 at 08:57 AM.

  16. #28
    yezack's Avatar Member
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    in old version factiontemplate and dynamicFlags are all in [entry+Descriptors]
    but what i found:
    factiontemplate:
    [[entry+0xD458]+0x1B4]
    dynamicFlags:
    [[entry+0X160]+0XC4]
    [[entry+0X2D8]+0XDC]
    [[entry+0X300]+0XDC]
    [[entry+0X328]+0XDC]
    [[entry+0X350]+0XDC]

    no same Descriptors address can found, chaos

  17. #29
    yezack's Avatar Member
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    anyone know unit's flag offset? emergency.
    i try to find it by memory search,but failed.
    finally i found [[entry+0X690]+0XD4FC](it's worng), sometimes it works well,but sometimes not.

    test with
    incombat :flag & 0x80000 ==0
    Skinnable :flag & 0x4000000 ==0
    Last edited by yezack; 03-26-2022 at 08:56 AM.

  18. #30
    scimmy's Avatar Active Member
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    Why are people posting offsets when the only people this benefits are those running pay 2 cheats?

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