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  1. #16
    ermite66's Avatar Member
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    how to get these offsets?

    Снимок.JPG

    WOTLKC Build: 45942
  2. #17
    ermite66's Avatar Member
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    Originally Posted by ermite66 View Post
    how to get these offsets?

    Снимок.JPG
    I fail in memory reader. XYZ 0x148
    Last edited by ermite66; 10-09-2022 at 04:06 PM.

  3. #18
    Hrap's Avatar Member
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    I'm sorry for the stupid question, but how do you read the name of the GameObject?
    it is of type 8 as I understand it and I am trying to read its name like this
    Code:
    							char buf[128];
    							memset(buf, 0, sizeof buf);
    							DWORD_PTR namePtr = RemouteMemory->Read<DWORD_PTR>(entry + 0x148);
    							strcpy_s(buf, RemouteMemory->ReadCStr(namePtr + 0xE0, 64));
    I'm probably missing something
    please tell me what am i doing wrong?

  4. #19
    ermite66's Avatar Member
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    Originally Posted by Hrap View Post
    I'm sorry for the stupid question, but how do you read the name of the GameObject?
    it is of type 8 as I understand it and I am trying to read its name like this
    Code:
    							char buf[128];
    							memset(buf, 0, sizeof buf);
    							DWORD_PTR namePtr = RemouteMemory->Read<DWORD_PTR>(entry + 0x148);
    							strcpy_s(buf, RemouteMemory->ReadCStr(namePtr + 0xE0, 64));
    I'm probably missing something
    please tell me what am i doing wrong?
    object_base + 0x148 = (float) X coord , +4 = Y coord , +8 = Z coord , 0x148 its not for name.
    PS i play in ru client , and cant read names , get shit from player name offset.

    Снимок.JPG

  5. #20
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by ermite66 View Post
    object_base + 0x148 = (float) X coord , +4 = Y coord , +8 = Z coord , 0x148 its not for name.
    PS i play in ru client , and cant read names , get shit from player name offset.

    Снимок.JPG
    Yeah... You're wrong.
    [[GameObject + 0x148] + 0xE0] => Object Name
    [Game Object + 0x108] => Object Location
    "May all your bacon burn"

  6. #21
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by ermite66 View Post
    object_base + 0x148 = (float) X coord , +4 = Y coord , +8 = Z coord , 0x148 its not for name.
    PS i play in ru client , and cant read names , get shit from player name offset.

    Снимок.JPG
    Yeah... You're wrong.
    [[GameObject + 0x148] + 0xE0] => Object Name
    [Game Object + 0x108] => Object Location
    overlayed — ImgBB
    Last edited by Razzue; 10-10-2022 at 08:20 AM.
    "May all your bacon burn"

  7. #22
    ermite66's Avatar Member
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    Originally Posted by Razzue View Post
    Yeah... You're wrong.
    [[GameObject + 0x148] + 0xE0] => Object Name
    [Game Object + 0x108] => Object Location
    overlayed — ImgBB
    I dont know how it works, my position offset is object_base + 0x148 =) need try read name

    Снимок.JPG

  8. #23
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by ermite66 View Post
    I dont know how it works, my position offset is object_base + 0x148 =) need try read name

    Снимок.JPG
    Just because it works, doesn't mean it's right 🤷*♂️
    "May all your bacon burn"

  9. #24
    ermite66's Avatar Member
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    Originally Posted by Razzue View Post
    Just because it works, doesn't mean it's right 🤷*♂️
    Its u code adapt for c++ =) I don't understand why the offsets are different .... but it work for me .... i find 0x148 manualy read objbase + 4 , +4 +4 ... +4 *n , while not get XYZ pos.
    Code:
    DWORD64 managerBase = g_pProcess->Read<DWORD64>(Offsets::Object_Manager::Base + g_pProcess->GetBase());
    				
    				int curCount = g_pProcess->Read<int>(managerBase + 0x10);
    				int maxCount = g_pProcess->Read<int>(managerBase + 0x0);
    
    				CGGuid player_guid = g_pProcess->Read<CGGuid>(g_pProcess->GetBase() + 0x2D01C60);
    
    				DWORD64* ptrArray = new DWORD64[maxCount];
    				g_pProcess->Read(g_pProcess->Read<DWORD64>(managerBase + 0x8), ptrArray, sizeof(DWORD64) * maxCount);
    
    				for (auto i = 0; i < maxCount; i++)
    				{
    					DWORD64 ptr = ptrArray[i];
    					if (ptr == 0)
    						continue;
    
    					do
    					{
    						auto entry = g_pProcess->Read<DWORD64>(ptr + 0x18);
    						if (entry == 0)
    							continue;
    
    						CGGuid guid = g_pProcess->Read<CGGuid>(entry + 0x18);
    						auto type = g_pProcess->Read<byte>(entry + 0x10);
    
    						if (type > 13 || guid.isEmpty())
    							continue;
    
    						if (player_guid == guid)
    						{
    							// 0x148 - xyz
    							float xyz[3];
    							g_pProcess->Read(entry + 0x148, xyz, sizeof(float) * 3);
    
    							char name[30];
    							g_pProcess->Read(entry + 0x148, name, sizeof(char) * 30);
    
    							printf("name : %s i : %d type : %d %f %f %f\n", name, i, type, xyz[0], xyz[1], xyz[2]);
    						}
    
    						ptr = g_pProcess->Read<DWORD64>(ptr + 0x0);
    					} while (ptr != 0);
    				}
    
    				if (ptrArray != nullptr)
    					delete[] ptrArray;

  10. #25
    Razzue's Avatar Contributor Avid Ailurophile

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    Originally Posted by ermite66 View Post
    Its u code adapt for c++ =) I don't understand why the offsets are different .... but it work for me .... i find 0x148 manualy read objbase + 4 , +4 +4 ... +4 *n , while not get XYZ pos.
    Code:
    DWORD64 managerBase = g_pProcess->Read<DWORD64>(Offsets::Object_Manager::Base + g_pProcess->GetBase());
                    
                    int curCount = g_pProcess->Read<int>(managerBase + 0x10);
                    int maxCount = g_pProcess->Read<int>(managerBase + 0x0);
    
                    CGGuid player_guid = g_pProcess->Read<CGGuid>(g_pProcess->GetBase() + 0x2D01C60);
    
                    DWORD64* ptrArray = new DWORD64[maxCount];
                    g_pProcess->Read(g_pProcess->Read<DWORD64>(managerBase + 0x8), ptrArray, sizeof(DWORD64) * maxCount);
    
                    for (auto i = 0; i < maxCount; i++)
                    {
                        DWORD64 ptr = ptrArray[i];
                        if (ptr == 0)
                            continue;
    
                        do
                        {
                            auto entry = g_pProcess->Read<DWORD64>(ptr + 0x18);
                            if (entry == 0)
                                continue;
    
                            CGGuid guid = g_pProcess->Read<CGGuid>(entry + 0x18);
                            auto type = g_pProcess->Read<byte>(entry + 0x10);
    
                            if (type > 13 || guid.isEmpty())
                                continue;
    
                            if (player_guid == guid)
                            {
                                // 0x148 - xyz
                                float xyz[3];
                                g_pProcess->Read(entry + 0x148, xyz, sizeof(float) * 3);
    
                                char name[30];
                                g_pProcess->Read(entry + 0x148, name, sizeof(char) * 30);
    
                                printf("name : %s i : %d type : %d %f %f %f\n", name, i, type, xyz[0], xyz[1], xyz[2]);
                            }
    
                            ptr = g_pProcess->Read<DWORD64>(ptr + 0x0);
                        } while (ptr != 0);
                    }
    
                    if (ptrArray != nullptr)
                        delete[] ptrArray;
    Game Object != Unit roflmao...
    "May all your bacon burn"

  11. #26
    SatyPardus's Avatar Active Member
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    Any pointer as to what the QuestLog Flags are?
    I tried searching for them through the forum and Trinity source, but nothing lines up.

    Reading the quest amount, I get more quests than I actually have. Having looked at IDA I've seen that they do (QuestFlags(?) & 1) == 0 for it to be a valid quest.
    But what are the other entries then?

    I am reading the 3 ints seperately. One is the questID (if the condition is met), second one a index and third the flags.
    What is the questID tho when (QuestFlags(?) & 1) != 0? And what are the other Flags?

  12. #27
    Dupheadss's Avatar Contributor CoreCoins Purchaser
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    It's possible to grab the quest complete states externally, But it's a mission I think there like 3 or 4 different sub you'll need to reverse. If you're already internal I would strongly suggest just trying to call the Script internally

    Best of luck though.

  13. Thanks SatyPardus (1 members gave Thanks to Dupheadss for this useful post)
  14. #28
    SatyPardus's Avatar Active Member
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    Originally Posted by Dupheadss View Post
    It's possible to grab the quest complete states externally, But it's a mission I think there like 3 or 4 different sub you'll need to reverse. If you're already internal I would strongly suggest just trying to call the Script internally

    Best of luck though.
    Oh I am not worried about that. Just trying to understand what's actually happening there lol. Like what does that Flag 0x1 indicate.

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