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  1. #46
    scimmy's Avatar Active Member
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    Originally Posted by s761271562 View Post
    I only know C language. I can't understand those. I've found it. Thank you very much.
    That shit is pretty much C, so you clearly don't know C language.

    Classic TBC => Build 42917
  2. #47
    doityourself's Avatar ★ Elder ★
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    Classic & SL client are fully on pair now (Classic Era will follow with that). So except for some offsets the same applies for all clients

  3. #48
    oiramario's Avatar Established Member
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    Originally Posted by king48488 View Post
    Classic & SL client are fully on pair now (Classic Era will follow with that). So except for some offsets the same applies for all clients
    The good news is that the compatibility code can be removed.
    continue to remove those descriptors...

  4. #49
    oiramario's Avatar Established Member
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    Code:
    const uint64_t UnitRace = 0xD5DC;
    const uint64_t UnitFactionTemplate = 0xD60C;
    const uint64_t UnitSummonedBy = 0xD560;
    const uint64_t UnitCreatedBy = 0xD580;
    const uint64_t UnitSex = 0xD5DF;
    const uint64_t UnitClass = 0xD5DD;
    const uint64_t UnitCreatureClassification = 0x38;
    const uint64_t UnitCreatureFamily = 0x34;
    const uint64_t UnitCreatureType = 0x30;

  5. Thanks Razzue (1 members gave Thanks to oiramario for this useful post)
  6. #50
    gdfsxwy's Avatar Active Member
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    Bobbing = 0xA0
    spellid = 0x560
    BoundingRadius = 0xD624
    CombatReach= 0xD628
    CHARM = 0x210
    TARGET = 0xD5A8
    SUMMONED_BY = 0xD568
    CREATED_BY = SUMMONED_BY + 0x10
    MovementFlagsOffset =0x180
    UnitFlags = 0xD610
    UnitLevel = 0xD5E8
    UnitHealth = 0xD3C8
    UnitHealthMax = 0xD4F0
    Last edited by gdfsxwy; 03-28-2022 at 04:03 AM.

  7. #51
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by oiramario View Post
    Code:
    const uint64_t UnitRace = 0xD5DC;
    const uint64_t UnitFactionTemplate = 0xD60C;
    const uint64_t UnitSummonedBy = 0xD560;
    const uint64_t UnitCreatedBy = 0xD580;
    const uint64_t UnitSex = 0xD5DF;
    const uint64_t UnitClass = 0xD5DD;
    const uint64_t UnitCreatureClassification = 0x38;
    const uint64_t UnitCreatureFamily = 0x34;
    const uint64_t UnitCreatureType = 0x30;
    I fucking love you. Good share! ❤️

    Originally Posted by scimmy View Post
    That shit is pretty much C, so you clearly don't know C language.
    Wouldn't even bother responding until they at least show some code with their attempt, but it seems like a lost cause anyway :shrug:

    Will be updating my dumper for client changes within the next week or so, however not all of it may be public 🤷*♂️
    Last edited by Razzue; 03-28-2022 at 05:09 AM.

  8. #52
    hz331215's Avatar Member
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    what i have found:
    UnitSpeed: 0x1CC
    UnitAura: 0xB6D0 + i*0x08
    PlayerMoney: 0xE390
    CameraViewMatrix:*((PULONG64)(*((PULONG64)(WowImageBase + Addr_WowCameraMgr))+0x38E0))+0x1C //not change
    what i'm working:
    UnitComBatFlag
    ObjectName(type==8||type==9)
    UnitDynamicFlag

    some help?

  9. #53
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by hz331215 View Post
    what i have found:
    UnitSpeed: 0x1CC
    UnitAura: 0xB6D0 + i*0x08
    PlayerMoney: 0xE390
    CameraViewMatrix:*((PULONG64)(*((PULONG64)(WowImageBase + Addr_WowCameraMgr))+0x38E0))+0x1C //not change
    what i'm working:
    UnitComBatFlag
    ObjectName(type==8||type==9)
    UnitDynamicFlag

    some help?
    I have posted the UnitFlag offsets, and described which chunk off offsets too look between for UnitDynamicFlag, earlier in this thread. We can't help you read. :shrug:

  10. #54
    hz331215's Avatar Member
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    Originally Posted by Razzue View Post
    I have posted the UnitFlag offsets, and described which chunk off offsets too look between for UnitDynamicFlag, earlier in this thread. We can't help you read. :shrug:

    Sorry, I'm not notice Page 2,3,4 The New virsion Wow Is So Bad to Read. I Don't like it. Now Some of My Codes:

    Addr_CurObjectDescriptors = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x1;
    if (Addr_CurObjectDescriptors != NULL)
    {
    type_now = ReadPhysical_UCHAR(Wow_Cr3, Addr_CurObjectDescriptors + 0x10);
    }
    if(type_now == 7)
    {
    MyMdlPlayerInfo.Name1 = NULL;
    MyMdlPlayerInfo.Name2 = NULL;
    MyMdlPlayerInfo.Name3 = NULL;
    MyMdlPlayerInfo.Guid_Low = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x;
    MyMdlPlayerInfo.Guid_High = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x10);
    MyMdlPlayerInfo.Hp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4E; //0xD3C8
    MyMdlPlayerInfo.Mp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7B;
    MyMdlPlayerInfo.Hp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4F0);
    MyMdlPlayerInfo.Mp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7E;
    MyMdlPlayerInfo.PlayerSpeed = ReadPhysical_flaot(Wow_Cr3, Addr_CurObjectDescriptors + 0x1CC);
    MyMdlPlayerInfo.targetGuid_Low = ReadPhysical(Wow_Cr3, Addr_CurObjectDescriptors + 0xD5A;
    MyMdlPlayerInfo.targetGuid_High = ReadPhysical(Wow_Cr3, Addr_CurObjectDescriptors + 0xD5A8 + 0x;
    MyMdlPlayerInfo.CombatFlag = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD610);
    MyMdlPlayerInfo.PlayerLevel = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD5E;
    MyMdlPlayerInfo.PlayerMoney = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xE390);
    MyMdlPlayerInfo.pos_x = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14;
    MyMdlPlayerInfo.pos_y = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14C);
    MyMdlPlayerInfo.pos_z = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x150);
    MyMdlPlayerInfo.xyRotation = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x15;
    MyMdlPlayerInfo.zRotation = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x15C);
    MyMdlPlayerInfo.SpellID = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0x560);
    Addr_UnitName1 = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x14;
    if (Addr_UnitName1 != NULL)
    {
    Addr_UnitName2 = ReadPhysical(Wow_Cr3, Addr_UnitName1 + 0xE0);
    if (Addr_UnitName2 != NULL)
    {
    MyMdlPlayerInfo.Name1 = ReadPhysical(Wow_Cr3, Addr_UnitName2);
    MyMdlPlayerInfo.Name2 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x0;
    MyMdlPlayerInfo.Name3 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x10);
    }
    }
    Addr_PlayerBUFFs = Addr_CurObjectDescriptors + 0xB6D0;
    for (int a = 0; a < 20; a++)
    {
    MyMdlPlayerInfo.BUFF[a] = ReadPhysical_int(Wow_Cr3, Addr_PlayerBUFFs + 0x08 * a);
    }
    }

    else if (type_now == 5)
    {
    MyMdlMonsterInfo[MonsterNumber].Name1 = NULL;
    MyMdlMonsterInfo[MonsterNumber].Name2 = NULL;
    MyMdlMonsterInfo[MonsterNumber].Name3 = NULL;
    MyMdlMonsterInfo[MonsterNumber].Guid_Low = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x;
    MyMdlMonsterInfo[MonsterNumber].Guid_High = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x10);
    MyMdlMonsterInfo[MonsterNumber].Hp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4E; //0xD3C8
    MyMdlMonsterInfo[MonsterNumber].Mp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7B;
    MyMdlMonsterInfo[MonsterNumber].Hp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4F0);
    MyMdlMonsterInfo[MonsterNumber].Mp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7E;
    MyMdlMonsterInfo[MonsterNumber].CombatFlag1 = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD610);
    MyMdlMonsterInfo[MonsterNumber].CombatFlag2 = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD614);
    MyMdlMonsterInfo[MonsterNumber].CombatFlag3 = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD61;
    MyMdlMonsterInfo[MonsterNumber].pos_x = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14;
    MyMdlMonsterInfo[MonsterNumber].pos_y = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14C);
    MyMdlMonsterInfo[MonsterNumber].pos_z = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x150);
    MyMdlMonsterInfo[MonsterNumber].SpellID = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0x560);
    Addr_UnitName1 = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x14;
    if (Addr_UnitName1 != NULL)
    {
    Addr_UnitName2 = ReadPhysical(Wow_Cr3, Addr_UnitName1 + 0xE0);
    if (Addr_UnitName2 != NULL)
    {
    MyMdlMonsterInfo[MonsterNumber].Name1 = ReadPhysical(Wow_Cr3, Addr_UnitName2);
    MyMdlMonsterInfo[MonsterNumber].Name2 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x0;
    MyMdlMonsterInfo[MonsterNumber].Name3 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x10);
    }
    }
    Addr_PlayerBUFFs = Addr_CurObjectDescriptors + 0xB6D0;
    for (int a = 0; a < 20; a++)
    {
    MyMdlPlayerInfo.BUFF[a] = ReadPhysical_int(Wow_Cr3, Addr_PlayerBUFFs + 0x08 * a);
    }
    MonsterNumber = MonsterNumber + 1;
    }
    }

    no item no object no beg,my program can't work ,so many work to do

  11. Thanks ChrisIsMe (1 members gave Thanks to hz331215 for this useful post)
  12. #55
    ChrisIsMe's Avatar Contributor
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    Originally Posted by hz331215 View Post
    Sorry, I'm not notice Page 2,3,4 The New virsion Wow Is So Bad to Read. I Don't like it. Now Some of My Codes:

    Addr_CurObjectDescriptors = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x1;
    if (Addr_CurObjectDescriptors != NULL)
    {
    type_now = ReadPhysical_UCHAR(Wow_Cr3, Addr_CurObjectDescriptors + 0x10);
    }
    if(type_now == 7)
    {
    MyMdlPlayerInfo.Name1 = NULL;
    MyMdlPlayerInfo.Name2 = NULL;
    MyMdlPlayerInfo.Name3 = NULL;
    MyMdlPlayerInfo.Guid_Low = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x;
    MyMdlPlayerInfo.Guid_High = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x10);
    MyMdlPlayerInfo.Hp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4E; //0xD3C8
    MyMdlPlayerInfo.Mp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7B;
    MyMdlPlayerInfo.Hp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4F0);
    MyMdlPlayerInfo.Mp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7E;
    MyMdlPlayerInfo.PlayerSpeed = ReadPhysical_flaot(Wow_Cr3, Addr_CurObjectDescriptors + 0x1CC);
    MyMdlPlayerInfo.targetGuid_Low = ReadPhysical(Wow_Cr3, Addr_CurObjectDescriptors + 0xD5A;
    MyMdlPlayerInfo.targetGuid_High = ReadPhysical(Wow_Cr3, Addr_CurObjectDescriptors + 0xD5A8 + 0x;
    MyMdlPlayerInfo.CombatFlag = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD610);
    MyMdlPlayerInfo.PlayerLevel = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD5E;
    MyMdlPlayerInfo.PlayerMoney = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xE390);
    MyMdlPlayerInfo.pos_x = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14;
    MyMdlPlayerInfo.pos_y = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14C);
    MyMdlPlayerInfo.pos_z = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x150);
    MyMdlPlayerInfo.xyRotation = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x15;
    MyMdlPlayerInfo.zRotation = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x15C);
    MyMdlPlayerInfo.SpellID = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0x560);
    Addr_UnitName1 = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x14;
    if (Addr_UnitName1 != NULL)
    {
    Addr_UnitName2 = ReadPhysical(Wow_Cr3, Addr_UnitName1 + 0xE0);
    if (Addr_UnitName2 != NULL)
    {
    MyMdlPlayerInfo.Name1 = ReadPhysical(Wow_Cr3, Addr_UnitName2);
    MyMdlPlayerInfo.Name2 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x0;
    MyMdlPlayerInfo.Name3 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x10);
    }
    }
    Addr_PlayerBUFFs = Addr_CurObjectDescriptors + 0xB6D0;
    for (int a = 0; a < 20; a++)
    {
    MyMdlPlayerInfo.BUFF[a] = ReadPhysical_int(Wow_Cr3, Addr_PlayerBUFFs + 0x08 * a);
    }
    }

    else if (type_now == 5)
    {
    MyMdlMonsterInfo[MonsterNumber].Name1 = NULL;
    MyMdlMonsterInfo[MonsterNumber].Name2 = NULL;
    MyMdlMonsterInfo[MonsterNumber].Name3 = NULL;
    MyMdlMonsterInfo[MonsterNumber].Guid_Low = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x;
    MyMdlMonsterInfo[MonsterNumber].Guid_High = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x10);
    MyMdlMonsterInfo[MonsterNumber].Hp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4E; //0xD3C8
    MyMdlMonsterInfo[MonsterNumber].Mp_Now = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7B;
    MyMdlMonsterInfo[MonsterNumber].Hp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD4F0);
    MyMdlMonsterInfo[MonsterNumber].Mp_Max = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD7E;
    MyMdlMonsterInfo[MonsterNumber].CombatFlag1 = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD610);
    MyMdlMonsterInfo[MonsterNumber].CombatFlag2 = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD614);
    MyMdlMonsterInfo[MonsterNumber].CombatFlag3 = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0xD61;
    MyMdlMonsterInfo[MonsterNumber].pos_x = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14;
    MyMdlMonsterInfo[MonsterNumber].pos_y = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x14C);
    MyMdlMonsterInfo[MonsterNumber].pos_z = ReadPhysical_float(Wow_Cr3, Addr_CurObjectDescriptors + 0x150);
    MyMdlMonsterInfo[MonsterNumber].SpellID = ReadPhysical_int(Wow_Cr3, Addr_CurObjectDescriptors + 0x560);
    Addr_UnitName1 = ReadPhysical(Wow_Cr3, Addr_CurObject + 0x14;
    if (Addr_UnitName1 != NULL)
    {
    Addr_UnitName2 = ReadPhysical(Wow_Cr3, Addr_UnitName1 + 0xE0);
    if (Addr_UnitName2 != NULL)
    {
    MyMdlMonsterInfo[MonsterNumber].Name1 = ReadPhysical(Wow_Cr3, Addr_UnitName2);
    MyMdlMonsterInfo[MonsterNumber].Name2 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x0;
    MyMdlMonsterInfo[MonsterNumber].Name3 = ReadPhysical(Wow_Cr3, Addr_UnitName2 + 0x10);
    }
    }
    Addr_PlayerBUFFs = Addr_CurObjectDescriptors + 0xB6D0;
    for (int a = 0; a < 20; a++)
    {
    MyMdlPlayerInfo.BUFF[a] = ReadPhysical_int(Wow_Cr3, Addr_PlayerBUFFs + 0x08 * a);
    }
    MonsterNumber = MonsterNumber + 1;
    }
    }

    no item no object no beg,my program can't work ,so many work to do
    jesus christ, pay someone instead homie -- that aint it

  13. Thanks darheroc (1 members gave Thanks to ChrisIsMe for this useful post)
  14. #56
    hz331215's Avatar Member
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    Originally Posted by ChrisIsMe View Post
    jesus christ, pay someone instead homie -- that aint it
    '0' ')' has been translated to the emoticon,I will use disable smiles in text,don't worry about that.now my program has worked,thanks everyone for this thread.thanks so much.

  15. #57
    hacker5510's Avatar Member
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    Originally Posted by qop1832 View Post
    thanks to r, r is awesome, i just got used to the new version of traversing objects in a weird way too.

    Code:
    	local $s = 0, $i = 0
    	$curmgr = $dm.readintaddr($processid, $baseaddr + 0x2b688f0, 3)
    	$obj_count = $dm.readintaddr($processid, $curmgr + 0x10, 0)
    	$obj_array = $dm.readintaddr($processid, $curmgr + 0x8, 3)
    	while $s < $obj_count
    		$ptr = $dm.readintaddr($processid, $obj_array + ($i * 0x8), 3)
    		if $ptr <> 0 then
    			while ($ptr <> 0)
    				if $ptr <> 0 then $s += 1
    				$n = $dm.readintaddr($processid, $ptr + 0x18, 3)
    				$objtype = $dm.readintaddr($processid, $n + 0x10, 2)
    				$guid = $dm.readdataaddr($processid, $ptr + 0x8, 16)
    				consolewrite('@@ 计数(' & $s & ') : $addr < ' & stringregexpreplace(hex($ptr), '(\a\d0+)', '0x') & ' >  type > ' & $objtype & '  guid > ' & $guid & @crlf) ;### debug console
    				$ptr = $dm.readintaddr($processid, $ptr + 0x0, 3)
    			wend
    		endif
    		$i += 1
    	wend
    	consolewrite('@@ debug(' & @scriptlinenumber & ') : $s = ' & $s & @crlf) ;### debug console
    dm是啥呢? 这是什么语法呢。看的好累累啊。草 ,想起来了,好像有个库叫大漠。

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