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  1. #31
    yezack's Avatar Member
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    Originally Posted by yezack View Post
    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
    i search memory by this way:
    for i= 0 to 0xFFFFF
    for j= 0 to 0xFFFF
    if [[entry+i]+j] match condition record the offset

    change the condition and do again,change condition and do again.
    then i got a lot of offset tables
    match these tables to find the same offset.

    is there any bug? i can't find unit's flags and dynamicFlags by this way.

    Classic TBC => Build 42917
  2. #32
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by scimmy View Post
    Why are people posting offsets when the only people this benefits are those running pay 2 cheats?
    I do it as I hate to see this section so "dead", and I hope that it helps anyone starting out as I did many months ago. Charles's dumps were a great help and a "foot in the door" for me, just as you were a great help in getting me started with paladins. 🤷*♂️

  3. #33
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by UnnamedCell View Post
    UnitName = [[entry + UnitName1] + UnitName2]
    Code:
    UnitName1 = 0x3F0, // old is 0x1858
    UnitName2 = 0xF8,  // not changed
    Code:
    internal const int Info = 0x3A0   // Pointer Updated;    internal const int Rank = 0x38   // Updated;    internal const int Family = 0x34   // Updated;    internal const int Type = 0x30   // Updated;    internal const int Name = 0xF8   // Updated;
    Originally Posted by yezack View Post
    i search memory by this way:
    for i= 0 to 0xFFFFF
    for j= 0 to 0xFFFF
    if [[entry+i]+j] match condition record the offset

    change the condition and do again,change condition and do again.
    then i got a lot of offset tables
    match these tables to find the same offset.

    is there any bug? i can't find unit's flags and dynamicFlags by this way.
    Code:
    Dynamic Flag => Not Found;
    MovePtr => 0xF0;
    MoveFlags => MovePtr + 0x58;
    
    UnitFlag1 => 0xD610;
    UnitFlag2 => 0xD614;
    UnitFlag3 => 0xD618;
    
    PlayerFlag1 => 0xDB78;
    PlayerFlag2 => 0xDB7C;
    
    LocalPlayerFlag => Not Found;
    ** Edit 1 **
    91% confidence with 87% similarity on bindif:
    Code:
    __int64 __fastcall Script_CanLootUnit(__int64 UnitPTR){
      __int64 result; // rax
      int v3; // edx
      int v4; // eax
    
    
      if ( (*(_DWORD *)(UnitPTR + 0xDB78) & 0x40000) == 0 )
        return 300000i64;
      v3 = sub_127C9B0();
      v4 = *(_DWORD *)(UnitPTR + 0xDB28);
      if ( v4 && v3 - v4 < 0 )
        result = (unsigned int)(v4 - v3);
      else
        result = 0xFFFFFFFFi64;
      return result;
    }
    **Edit 2**
    Npc flags: 0xD520
    Faction Template: 0xD60C

    ** Edit 3 **
    The dynamic flags is VERY early on in unit struct. < 0x100 and > 0x80
    Last edited by Razzue; 03-26-2022 at 11:03 AM.

  4. Thanks oiramario (1 members gave Thanks to Razzue for this useful post)
  5. #34
    yezack's Avatar Member
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    [[entry+0X160]+0XC4]
    [[entry+0X2D8]+0XDC]
    [[entry+0X300]+0XDC]
    [[entry+0X328]+0XDC]
    [[entry+0X350]+0XDC]

    these offset can work well like dynamic flags ,test with islootable and tapped on my pc
    and [[entry+0xD458]+0x1B4] works well like [entry+0xD60C]

    maybe,find offsets by memory search is nonprofessional? i have no idea.

    i can only just be a paste monkey,
    Last edited by yezack; 03-26-2022 at 11:27 AM.

  6. #35
    s761271562's Avatar Member
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    Obj Mgr array is much less. Can you find all of them?

  7. #36
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by s761271562 View Post
    Obj Mgr array is much less. Can you find all of them?
    I find every single entry, every single scan. If you aren't, you're doing it wrong, and will get no further response/help from me unless you show some damn effort and code.

  8. #37
    yezack's Avatar Member
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    Originally Posted by Razzue View Post
    Code:
    internal const int Info = 0x3A0   // Pointer Updated;    internal const int Rank = 0x38   // Updated;    internal const int Family = 0x34   // Updated;    internal const int Type = 0x30   // Updated;    internal const int Name = 0xF8   // Updated;


    Code:
    Dynamic Flag => Not Found;
    MovePtr => 0xF0;
    MoveFlags => MovePtr + 0x58;
    
    UnitFlag1 => 0xD610;
    UnitFlag2 => 0xD614;
    UnitFlag3 => 0xD618;
    
    PlayerFlag1 => 0xDB78;
    PlayerFlag2 => 0xDB7C;
    
    LocalPlayerFlag => Not Found;
    ** Edit 1 **
    91% confidence with 87% similarity on bindif:
    Code:
    __int64 __fastcall Script_CanLootUnit(__int64 UnitPTR){
      __int64 result; // rax
      int v3; // edx
      int v4; // eax
    
    
      if ( (*(_DWORD *)(UnitPTR + 0xDB78) & 0x40000) == 0 )
        return 300000i64;
      v3 = sub_127C9B0();
      v4 = *(_DWORD *)(UnitPTR + 0xDB28);
      if ( v4 && v3 - v4 < 0 )
        result = (unsigned int)(v4 - v3);
      else
        result = 0xFFFFFFFFi64;
      return result;
    }
    **Edit 2**
    Npc flags: 0xD520
    Faction Template: 0xD60C

    ** Edit 3 **
    The dynamic flags is VERY early on in unit struct. < 0x100 and > 0x80
    my bot now works well with UnitFlag1 => 0xD610;
    dynamic flags,i use [[entry+0X160]+0XC4] temporary

  9. #38
    s761271562's Avatar Member
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    Originally Posted by Razzue View Post
    I find every single entry, every single scan. If you aren't, you're doing it wrong, and will get no further response/help from me unless you show some damn effort and code.
    tpye = 1, items right.
    type = 2,container right
    type = 5, npc,less
    Last edited by s761271562; 03-26-2022 at 12:30 PM.

  10. #39
    oiramario's Avatar Established Member
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    iterate over objs from objmgr.
    Code:
      
      _QWORD *v4; // rbx
      _QWORD *v5; // rcx
    
      v4 = *(_QWORD **)(s_curMgr + 288);
      if ( v4 == (_QWORD *)(s_curMgr + 288) )
        return 1;
      while ( 1 )
      {
        v5 = v4 - 13;
        v4 = (_QWORD *)*v4;
        if ( !a1(v5, a2) )
          break;
        if ( v4 == (_QWORD *)(s_curMgr + 288) )
          return 1;
      }
      return 0;

  11. #40
    s761271562's Avatar Member
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    Originally Posted by oiramario View Post
    iterate over objs from objmgr.
    Code:
      
      _QWORD *v4; // rbx
      _QWORD *v5; // rcx
    
      v4 = *(_QWORD **)(s_curMgr + 288);
      if ( v4 == (_QWORD *)(s_curMgr + 288) )
        return 1;
      while ( 1 )
      {
        v5 = v4 - 13;
        v4 = (_QWORD *)*v4;
        if ( !a1(v5, a2) )
          break;
        if ( v4 == (_QWORD *)(s_curMgr + 288) )
          return 1;
      }
      return 0;
    well, is balanced tree,not array?

  12. #41
    darheroc's Avatar Member
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    Originally Posted by s761271562 View Post
    well, is balanced tree,not array?
    No, it is a hashtable with a linked list in each array index (the easiest way for collision resolution).

  13. #42
    oiramario's Avatar Established Member
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    Code:
    const uint64_t AuraCount = 0x6C0;
    const uint64_t AuraTable = 0x6C8;
    const uint64_t AuraSize = 0xB0;
    const uint64_t AuraSpellId = 0x88;
    const uint64_t AuraFlags = 0x90;

  14. #43
    s761271562's Avatar Member
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    Originally Posted by darheroc View Post
    No, it is a hashtable with a linked list in each array index (the easiest way for collision resolution).
    What is next link offset?

  15. #44
    darheroc's Avatar Member
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    Originally Posted by s761271562 View Post
    What is next link offset?
    Next list node is at 0x0. There have been 2 examples posted, why aren't you just checking these out? You can literally copy/paste them and you have a working objectmanager...

  16. #45
    s761271562's Avatar Member
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    Originally Posted by darheroc View Post
    Next list node is at 0x0. There have been 2 examples posted, why aren't you just checking these out? You can literally copy/paste them and you have a working objectmanager...
    I only know C language. I can't understand those. I've found it. Thank you very much.

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