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WoW Memory Editing WoW Memory Editing for learning purposes only.
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  #31  
Old 06-24-2009
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Quote:
Originally Posted by natt_ View Post
like this ?

$PlayerBase = _MemoryRead(0x010BD5F4,$mo,'ptr')
$hp = _MemoryRead(0x17*4, +_MemoryRead($playerbase+0x8, $mo, "int"))

still getting 0 ;/

Why so ugly

Here we go again, for the 3th billionth time...

To get the base address of the local player's object you'll have to do 3 reads. [[[0x010BD5F4]+0x34]+0x24], which in your crappy language would translate to:
Code:
$pBasePointer01 = _MemoryRead(0x010BD5F4,$mo,'ptr')
$pBasePointer02 = _MemoryRead($pBasePointer01 + 0x34,$mo,'ptr')
$pBasePointer = _MemoryRead($pBasePointer02 + 0x24,$mo,'ptr')
Now, there's a pointer to an array-like structure at 0x8 from the localplayer's base address. [pBase + 0x8] will be the base address of that array-like structure. This contains all descriptors such as health and mana and is usually named "the descriptor array" or "storage array", whatever floats your boat...
Code:
$pStorage = _MemoryRead($pBasePointer + 0x8,$mo,'ptr')
Cypher and others posted a dump with the indices of all decriptors such as health and mana, Health for example has index 0x17. So we want to read from [pStorage+0x17*4]
Code:
$Health = _MemoryRead($pStorage + 0x17*4,$mo,'ptr')
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Last edited by Robske; 06-24-2009 at 07:28 AM.
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  #32  
Old 06-24-2009
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Sorry but auto-it cought me :'(. Im sad for that to. But i CBA to learn any new lang! ;(. Anyway. Big thanks for the help. i will try to search "BETTER" next time +2rep<3
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  #33  
Old 06-24-2009
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It's the same damn thing. You read the offset from [[obj+0x8]+0xwhatever]. Jesus...
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  #34  
Old 06-24-2009
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Quote:
Originally Posted by lanman92 View Post
It's the same damn thing. You read the offset from [[obj+0x8]+0xwhatever]. Jesus...
than why doesn't

_MemoryRead($pStorage + 0xB * 4,$mo,'float')

return my x coordinate instead of 0... I tried different types and they all returned 0
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  #35  
Old 06-24-2009
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It's the wrong object type. That's for dynamic objects. You have to use the movementfields at [obj+0xD8]. Search here for the struct. It has changed slightly though.
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  #36  
Old 06-24-2009
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Hmm okay. i already have em: '3.1.3'

[WowDynamicObjectFields]

DYNAMICOBJECT_CASTER=0x6
DYNAMICOBJECT_BYTES=0x8
DYNAMICOBJECT_SPELLID=0x9
DYNAMICOBJECT_RADIUS=0xA
DYNAMICOBJECT_POS_X=0xB
DYNAMICOBJECT_POS_Y=0xC
DYNAMICOBJECT_POS_Z=0xD
DYNAMICOBJECT_FACING=0xE
DYNAMICOBJECT_CASTTIME=0xF
TOTAL_DYNAMICOBJECT_FIELDS=0x9

anyways i recived an float with e-59 in it so its horribly wrong i guess, since the coords only have like 15-20 decimals or so.

Where do you get those [obj+???] information from?. I am really curious about that.
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  #37  
Old 06-24-2009
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baseadress +
X=0x798
Y=0x79C
Z=0x7A0
Pitch = 0x7A4 // not shure about this one
Rotation = 0x7A8
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  #38  
Old 06-24-2009
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The structure above me is pointed to by [obj+0xD8].
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  #39  
Old 06-25-2009
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no damn still 0. Wth?

baseadress = [obj+0xD8]
x = baseadress+0x798 >>>>FLOAT<<<<
return: 0.
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  #40  
Old 06-25-2009
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you seem to be a bit confused by the different names, mentioned

considering what robske wrote a few posts ago, the baseadress mentioned by me is what he refers to as basePointer.

so, get the basepointer, as robske does it, and then read

x = basePointer + 0x798
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  #41  
Old 06-25-2009
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now that made things more* clear for me. edyt

Last edited by natt_; 06-25-2009 at 09:15 AM.
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  #42  
Old 06-25-2009
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Cheers !
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  #43  
Old 06-25-2009
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You have it wrong, mate. The [obj+0x0xD8] is a pointer to movementfields. X, Y, Z, and rotation start at 0x10 from the base of movementfields.
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  #44  
Old 06-25-2009
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Can anyone share what the offset for NextObject is? Searched several times and haven't found the offset for 3.1.3
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  #45  
Old 06-25-2009
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Quote:
Originally Posted by Thongs View Post
Can anyone share what the offset for NextObject is? Searched several times and haven't found the offset for 3.1.3
Object struct layout hasn't changed in a while, it's still the same...

Do you people even try your crap before you ask questions here?
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