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Member
Originally Posted by
Razzue
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
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Member
Maybe you don't, but I really have a localplayer without type = 7
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Member
Originally Posted by
s761271562
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]
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Member
Originally Posted by
Razzue
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
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Elite User
Avid Ailurophile


Originally Posted by
yezack
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.
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sendeos23 (1 members gave Thanks to Razzue for this useful post)
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Member
thanx. i got it .the count of aura is always 256 ~, so i can't find it by change buffs~
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Member
unit's target=>[entry+0XD5A8]
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oiramario (1 members gave Thanks to yezack for this useful post)
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oiramario (1 members gave Thanks to yezack for this useful post)
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Member
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)
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Member
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.
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Member
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.
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Member
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
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Member
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.
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Active Member
Why are people posting offsets when the only people this benefits are those running pay 2 cheats?