| | WoW Memory Editing WoW Memory Editing for learning purposes only.
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06-26-2009
|  | Master Sergeant | | | Join Date: Mar 2009 Location: /
Posts: 79
Reputation: 15 Level up: 81%, 77 Points needed |  | | | When calling ITEM_FIELD_ENCHANTMENT_*_1 it seems to return a GUID.
If so, does anyone know what the object handler is for this GUID? | Donate to remove ads, get your "DONATOR title, and get access to the MMOwned community's elite Shoutbawx. 
06-26-2009
| | Knight-Lieutenant | | | Join Date: Jan 2008
Posts: 268
Reputation: 17 Level up: 16%, 589 Points needed |  | | | It's a guid. GetObjectByGUID -> Use VMT just like all other objects | 
06-26-2009
|  | Kynox's sister's pimp Legendary User | | | Join Date: Apr 2006 Location: ntdll.dll
Posts: 4,092
Nominated 63 Times in 4 Posts  TOTM/W Award(s): 1 Reputation: 1057 Points: 54,398, Level: 34 | Level up: 84%, 602 Points needed |     | | Quote:
Originally Posted by Robske 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? |
Nope. They just copy-paste. | 
07-04-2009
| | Site Donator | | | Join Date: Mar 2007
Posts: 748
Reputation: 18 Level up: 21%, 715 Points needed |     | | Just felt I should post these address for some copy-pasta
s_gravityRate = 0x9A049C
s_terminalVelocity = 0xA458E0 | 
07-08-2009
|  | New User | | | Join Date: Feb 2009
Posts: 62
Reputation: 4 Level up: 27%, 367 Points needed |   | | | Hey i just wonder is PB + 0x840 still "jump offset" | 
07-08-2009
| | Site Donator | | | Join Date: Mar 2007
Posts: 748
Reputation: 18 Level up: 21%, 715 Points needed |     | | | Not sure what that is, but +0x840 is probably in the movementfields. You'll have to check. Not really that hard(though the movement struct has slightly changed). | 
07-08-2009
|  | MMOwned WebDev Legendary User | | | Join Date: Jan 2008
Posts: 1,891
Nominated 5 Times in 1 Post Reputation: 1029 Points: 21,931, Level: 20 | Level up: 71%, 469 Points needed |     | | | The movement info is at pObj+0x788
It's 0xBC (?) long. So there ya go.
pObj+0x840 == pMoveInfo->JumpVelocity // (End of MoveInfo struct) | 
07-08-2009
| | Site Donator | | | Join Date: Mar 2007
Posts: 748
Reputation: 18 Level up: 21%, 715 Points needed |     | | I've seen a lot of checking at that offset, not sure if it's detected though... Probably not, since it's in .data seg. Gonna go try it  since InfiniteJump doesn't work anymore. I think the server started checking your startHeight and landHeight from the jumps. | 
07-16-2009
|  | MMOwned WebDev Legendary User | | | Join Date: Jan 2008
Posts: 1,891
Nominated 5 Times in 1 Post Reputation: 1029 Points: 21,931, Level: 20 | Level up: 71%, 469 Points needed |     | | Some updated stuff I've found. Still searching for the rest of the control flags. Code: [Flags]
public enum MovementDirection : uint
{
None = 0,
RMouse = (1 << 0), // 0x1,
LMouse = (1 << 1), // 0x2,
// 2 and 3 not used apparently. Possibly for flag masking?
Forward = (1 << 4), // 0x10,
Backward = (1 << 5), // 0x20,
StrafeLeft = (1 << 6), // 0x40,
StrafeRight = (1 << 7), // 0x80,
TurnLeft = (1 << 8), // 0x100,
TurnRight = (1 << 9), // 0x200,
PitchUp = (1 << 10), // 0x400,
PitchDown = (1 << 11), // 0x800,
AutoRun = (1 << 12), // 0x1000,
JumpAscend = (1 << 13), // 0x2000,
Descend = (1 << 14), // 0x4000,
ClickToMove = (1 << 22), // 0x400000
// 25 used somewhere. Can't figure out what for. Checked in Lua_IsMouseTurning. Possible camera turn?
// Or mouse input flag? (Flag used: 0x2000001)
}
I'm fairly sure the 'higher' flags are just to let WoW know which input device is being used. (Eg; Mouse/Keyboard/Joystick/etc) Though, I could be wrong (and probably am).
The ClickToMove flag is just to turn it on/off. It has no effect on actual movement whatsoever. (Think of it as turning the option to use it, on or off)
If you don't know where these flags are used. Tough shit. Go find out. | 
07-16-2009
|  | Master Sergeant | | | Join Date: Mar 2009 Location: /
Posts: 79
Reputation: 15 Level up: 81%, 77 Points needed |  | | | Arn't these flags the ones used to set your animation status?
Last edited by FenixTX2; 07-16-2009 at 05:40 PM.
| 
07-16-2009
| | New User | | | Join Date: Aug 2008
Posts: 12
Reputation: 1 Level up: 59%, 167 Points needed | | | | hellu, ive got a( most likely) simple question.
whats the fastest way to retrieve xyz info from gameobjects other then type 3.
so static gameobjects like type 5. as there is no descriptor for those fields.
u need to retreive the xyz by its GUID ?
im sure anyone knowns a simple and strict anwser to this | 
07-16-2009
|  | Master Sergeant | | | Join Date: Mar 2009 Location: /
Posts: 79
Reputation: 15 Level up: 81%, 77 Points needed |  | | | You offset from the base address of the object. | 
07-16-2009
| | New User | | | Join Date: Aug 2008
Posts: 12
Reputation: 1 Level up: 59%, 167 Points needed | | | | hmm so they changed this in a recent version?
if i remember it was a discriptor(offset) before..., right?
is there any relatively simple function that calls the objPos? | 
07-16-2009
|  | MaiN's Biatch Legendary User | | | Join Date: Mar 2007 Location: VirtualAllocEx
Posts: 1,087
Nominated 26 Times in 3 Posts  TOTM/W Award(s): 1 Reputation: 721 Points: 34,939, Level: 28 | Level up: 44%, 1,361 Points needed |     | | | There are no static gameobjects, all objects are allocated dynamically.
However to get the xyz of a gameobject you just add the right offsets wich has already been posted I won't post them, l2usethe****ingsearchbuttonbeforepostingandreadthe****ingsectionrulesplzthxbye | 
07-16-2009
| | New User | | | Join Date: Aug 2008
Posts: 12
Reputation: 1 Level up: 59%, 167 Points needed | | | dont think i didnt search for it, but according to the failing of all the offsets i tried, i suggest to post it over here
0xE8,0xEC,0xF0
0x40,0x44,0x48
are ones that i found over here and that seem to fail. |  | |
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