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Reload this Page 2.4.2 Pointer no TLS
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2.4.2 Pointer no TLS
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2.4.2 Pointer no TLS - 05-14-2008

[E8EEF4] -0x8 // Player Base
PlayerZ(float)=PlayerBase+0xC00
PlayerY(float)=PlayerBase+BF8
PlayerZ(float)=PlayerBase+BFC
MovementState(Uint16) = PlayerBase + 0xC28
MovementForce(Uint16) = PlayerBase + 0xC2A

The Mevment State Offset is stolen from Malu.


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05-14-2008

EDIT: He is wrong.

Last edited by Sychotix; 05-14-2008 at 03:22 PM.
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05-14-2008

Well, the pointer did never point directly to player base, so you still can use the pointers you got, but I prefer using the real player base addres so I can use some structures from wowdev ^^


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05-14-2008

I think you should go dubble check thoes offsets!
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05-14-2008

*player_base = [0x00E8AA38] + 8

and then this struct will work for it:

Code:
struct player_struct
{
	INT64 ID; //GUID of player
	int unknown1;
	int zero1;
	float funknown1;
	char zero2[0x2c];
	INT64 target; // GUID of target
	char zero3[0xf];
	int currenthealth;
	int currentmana;
	int currentrage;
	int zero4;
	int currentenergy;
	int zero5;
	int maxhealth;
	int maxmana;
	int unknown2;
	int unknown3;
	int unknown4;
	int unknown5;
	int level;
	int cash; // in copper denomination
};
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05-14-2008

/sigh... now that two people have posted different playerbases, ill have to update it myself.

edit... dunno about yall but i ended up with 00E8AA38 as the playerbase and i think the offsets were the same.

From what i found for Speedhack Fowards... this is what i would guess the rest would be. I'm not checking them anymore as you now have the playerbase.

Code:
Speedhack Forwards:
[00E8AA38]+0xC70

Speedhack Backwards:
[00E8AA38]+0xC74

Speedhack Swimming:
[00E8AA38]+0xC78

Speedhack Flying:
[00E8AA38]+0xC80

X Coord:
[00E8AA38]+0xBF4

Y Coord:
[00E8AA38]+0xBF0

Z Coord:
[00E8AA38]+0xBF8

Facing Direction:
[00E8AA38]+0xBFC

Movement State:
[00E8AA38]+0xC23

Movement State 2: (mostly useful on P-Servers since setting to -1 or -2 results in walking up stairs)
[00E8AA38]+0xC20

Tilt Forward:
[00E8AA38]+0xC08

Tilt Backward:
[00E8AA38]+0xC04

Last edited by Sychotix; 05-14-2008 at 03:24 PM.
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05-14-2008

Try set 0x00DDECD0 to 0 and logout (on a non-instant-logout-location)
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05-15-2008

tried your address. it was zero and didnt change as it did the countdown and logout

got 4 addy's for zone id (map id? not sure the terminology, but these are what i use to label my waypoint files in my bot)
0x00910310
0x009260DC
0x00BD5F0C //<- stays at -1 during load screens, then updates
0x00C7CBFC // other 3 addresses change instantly

is it just me or did the signature for objects change
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05-15-2008

Quote:
Originally Posted by korknob View Post
tried your address. it was zero and didnt change as it did the countdown and logout

got 4 addy's for zone id (map id? not sure the terminology, but these are what i use to label my waypoint files in my bot)
0x00910310
0x009260DC
0x00BD5F0C //<- stays at -1 during load screens, then updates
0x00C7CBFC // other 3 addresses change instantly

is it just me or did the signature for objects change
Ohh.. maybe it was 1 you had to set it to ^^
Nvm..

This release of wow is quite interesting. I think some maybe some Wrath Of The Lich King code have sneaked into the build for stabilization. It seems like they have cleaned many parts of the code up. M2 and WMO Models are now only stored once as a master while before it was twice which is a sign that most areas in Wrath will contain 4999+ models for each load. Shaders are no longer a unsigned hell but are stored up in offset arrays, and a new shader i have not seen before have been added (could that be the new ice shader?!). And alot more.
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05-16-2008

Yeah.. I noticed some changes too.

Too bad I don't actually play anymore XD.




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