| | WoW Memory Editing WoW Memory Editing for learning purposes only.
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07-16-2009
|  | MaiN's Biatch Legendary User | | | Join Date: Mar 2007 Location: VirtualAllocEx
Posts: 1,115
Nominated 26 Times in 3 Posts  TOTM/W Award(s): 1 Reputation: 727 Points: 36,094, Level: 28 | Level up: 92%, 206 Points needed |     | | | They are, x = 0xE8 y = 0xEC z = 0xE0
read them as float or make a wowpos struct and read them all at once, yes it's possible with BlackMagic! | Donate to remove ads, get your "DONATOR title, and get access to the MMOwned community's elite Shoutbawx. 
07-16-2009
| | New User | | | Join Date: Aug 2008
Posts: 12
Reputation: 2 Level up: 69%, 127 Points needed | | | i dont use blackmagic  but tnx in advance | 
07-17-2009
| | Sergeant | | | Join Date: Jun 2009
Posts: 66
Reputation: 19 | | | Dumb question but I can't find on forums:
Problem: How to know if an object is attackable? I have a function like "GetClosestMob" which search the obj list and returns what it thinks is the closest object..but the only sorting i have is wowBasicObject.Type ==3 (unit/npc) which apparently isn't specific
enough because I keep targetting walking broomsticks :P I know there is a way to know if the monster is like... Dragon, Undead, etc...just don't know how to find it, any help would be awesome. The problem is I don't know the classes enough yet, so far I have like..
wowBasicObject (guid,baseaddr,type)
wowCreatureObject(player,monster,npc baseclass?)
wowMob
wowPlayer
but the only criteria I have for creating a new 'wowmob' object is if wowbasicobject.type == 3...which is just a unit, how to find more
about specific class?
Last edited by abuckau907; 07-17-2009 at 05:40 AM.
| 
07-17-2009
|  | Contributor | | | Join Date: May 2007 Location: Dragon Shores
Posts: 688
Reputation: 167 Level up: 27%, 662 Points needed |     | | Quote:
Originally Posted by abuckau907 Dumb question but I can't find on forums:
Problem: How to know if an object is attackable? I have a function like "GetClosestMob" which search the obj list and returns what it thinks is the closest object..but the only sorting i have is wowBasicObject.Type ==3 (unit/npc) which apparently isn't specific
enough because I keep targetting walking broomsticks :P I know there is a way to know if the monster is like... Dragon, Undead, etc...just don't know how to find it, any help would be awesome. The problem is I don't know the classes enough yet, so far I have like..
wowBasicObject (guid,baseaddr,type)
wowCreatureObject(player,monster,npc baseclass?)
wowMob
wowPlayer
but the only criteria I have for creating a new 'wowmob' object is if wowbasicobject.type == 3...which is just a unit, how to find more
about specific class? | CanAttack, GetUnitReaction, faction id comparing...
__________________ “Saying that Java is nice because it works on all OSes is like saying that anal sex is nice because it works on all genders.”
“If Java had true garbage collection, most programs would delete themselves upon execution.” | 
07-17-2009
| | Sergeant | | | Join Date: Jun 2009
Posts: 66
Reputation: 19 | | | I guess I should have mentioned I'm out of process and I'm trying my hardest to only do memory_ready...i thought there would be some offset that is the mobs 'class' (ie. dragon, etc) but maybe not? Well..if there is a wow function for it..i guess I have to open olly.?. thanks. | 
07-17-2009
| | Knight-Lieutenant | | | Join Date: Jan 2008
Posts: 275
Reputation: 17 Level up: 21%, 558 Points needed |  | | Quote:
Originally Posted by abuckau907 I guess I should have mentioned I'm out of process and I'm trying my hardest to only do memory_ready...i thought there would be some offset that is the mobs 'class' (ie. dragon, etc) but maybe not? Well..if there is a wow function for it..i guess I have to open olly.?. thanks. | Usually, when you need functionality for your bot, or well when I need functionality for my bot, I open Ollydbg before posting on a forum asking to be spoonfed. Also, yes, you will have to open Ollydbg. | 
07-17-2009
|  | MaiN's Biatch Legendary User | | | Join Date: Mar 2007 Location: VirtualAllocEx
Posts: 1,115
Nominated 26 Times in 3 Posts  TOTM/W Award(s): 1 Reputation: 727 Points: 36,094, Level: 28 | Level up: 92%, 206 Points needed |     | | | Take a look in the flags for units it's all there, if they are lootable skinable tapped by you if they are attackable etc. | 
07-17-2009
| | Sergeant | | | Join Date: Apr 2009
Posts: 65
Reputation: 5 Level up: 43%, 231 Points needed | | | Quote:
Originally Posted by bouh2 Sorry i'm confused, i search GameObject Name offset ^^
EDIT : And I search how to find CorpseOject owner name ^^
EDIT2 : Founded : [[curObj + 0x1a4] + 0x88] | could anyone tell me if those are correct ?
I am trying to read the GameObject Name like this Code: ObjectManager.WowReader.ReadASCIIString((ObjectManager.WowReader.ReadUInt(baseAddress + 0x1a4) + 0x88), 14);
I know that having a fix length is bad but I used it for testing since I only tried to find the fishing bobber...
I myself could not find those offsets like given by bouh but I guess that is beacuse I fail alot.
-Azrael | 
07-17-2009
|  | MaiN's Biatch Legendary User | | | Join Date: Mar 2007 Location: VirtualAllocEx
Posts: 1,115
Nominated 26 Times in 3 Posts  TOTM/W Award(s): 1 Reputation: 727 Points: 36,094, Level: 28 | Level up: 92%, 206 Points needed |     | | | Take a look at the UnitName lua function or just call GetObjectName | 
07-17-2009
| | Sergeant | | | Join Date: Apr 2009
Posts: 65
Reputation: 5 Level up: 43%, 231 Points needed | | | Quote:
Originally Posted by Nesox Take a look at the UnitName lua function or just call GetObjectName | so this should be UnitName, right ? Code: .text:006A3650 ; =============== S U B R O U T I N E =======================================
.text:006A3650
.text:006A3650 ; Attributes: bp-based frame
.text:006A3650
.text:006A3650 sub_6A3650 proc near ; DATA XREF: .data:00A3C834o
.text:006A3650
.text:006A3650 var_14 = dword ptr -14h
.text:006A3650 var_10 = dword ptr -10h
.text:006A3650 var_C = dword ptr -0Ch
.text:006A3650 var_8 = dword ptr -8
.text:006A3650 var_4 = dword ptr -4
.text:006A3650 arg_0 = dword ptr 8
.text:006A3650
.text:006A3650 push ebp
.text:006A3651 mov ebp, esp
.text:006A3653 sub esp, 14h
.text:006A3656 push edi
.text:006A3657 mov edi, [ebp+arg_0]
.text:006A365A push 1
.text:006A365C push edi
.text:006A365D call sub_91AC40
.text:006A3662 add esp, 8
.text:006A3665 test eax, eax
.text:006A3667 jnz short loc_6A367E
.text:006A3669 push offset aUsageUnitnameU ; "Usage: UnitName(\"unit\")"
.text:006A366E push edi
.text:006A366F call sub_919B30
.text:006A3674 add esp, 8
.text:006A3677 xor eax, eax
.text:006A3679 pop edi
.text:006A367A mov esp, ebp
.text:006A367C pop ebp
.text:006A367D retn
since I don't see objects in there I followed all references but I don't see where I should get those offsets... maybe (actually I am pretty sure) I am being stupid here... | 
07-17-2009
|  | Contributor | | | Join Date: May 2007 Location: Schockiland
Posts: 385
Reputation: 131 Level up: 68%, 262 Points needed |     | | Quote:
Originally Posted by Azzie2k8 so this should be UnitName, right ? Code: .text:006A3650 ; =============== S U B R O U T I N E =======================================
.text:006A3650
.text:006A3650 ; Attributes: bp-based frame
.text:006A3650
.text:006A3650 sub_6A3650 proc near ; DATA XREF: .data:00A3C834o
.text:006A3650
.text:006A3650 var_14 = dword ptr -14h
.text:006A3650 var_10 = dword ptr -10h
.text:006A3650 var_C = dword ptr -0Ch
.text:006A3650 var_8 = dword ptr -8
.text:006A3650 var_4 = dword ptr -4
.text:006A3650 arg_0 = dword ptr 8
.text:006A3650
.text:006A3650 push ebp
.text:006A3651 mov ebp, esp
.text:006A3653 sub esp, 14h
.text:006A3656 push edi
.text:006A3657 mov edi, [ebp+arg_0]
.text:006A365A push 1
.text:006A365C push edi
.text:006A365D call sub_91AC40
.text:006A3662 add esp, 8
.text:006A3665 test eax, eax
.text:006A3667 jnz short loc_6A367E
.text:006A3669 push offset aUsageUnitnameU ; "Usage: UnitName(\"unit\")"
.text:006A366E push edi
.text:006A366F call sub_919B30
.text:006A3674 add esp, 8
.text:006A3677 xor eax, eax
.text:006A3679 pop edi
.text:006A367A mov esp, ebp
.text:006A367C pop ebp
.text:006A367D retn
since I don't see objects in there I followed all references but I don't see where I should get those offsets... maybe (actually I am pretty sure) I am being stupid here... | Maybe have a look at the whole function.
Hint: The important/interesting part comes exactly after the thing you posted.
__________________ \o Robske sagt:
then you'll get
O,o
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07-17-2009
| | Sergeant | | | Join Date: Apr 2009
Posts: 65
Reputation: 5 Level up: 43%, 231 Points needed | | | Quote:
Originally Posted by SKU Maybe have a look at the whole function.
Hint: The important/interesting part comes exactly after the thing you posted. | so that one takes me here Code: .text:006A367E loc_6A367E: ; CODE XREF: sub_6A3650+17j
.text:006A367E push ebx
.text:006A367F push esi
.text:006A3680 xor ebx, ebx
.text:006A3682 push ebx
.text:006A3683 push 1
.text:006A3685 push edi
.text:006A3686 call sub_91ADC0
.text:006A368B add esp, 0Ch
.text:006A368E push 7FFFFFFFh ; size_t
.text:006A3693 mov esi, eax
.text:006A3695 push offset aPlayer ; "player"
.text:006A369A push esi ; char *
.text:006A369B call sub_53A670
.text:006A36A0 test eax, eax
.text:006A36A2 jnz short loc_6A36C3
.text:006A36A4 call sub_5F9760
.text:006A36A9 push eax
.text:006A36AA push edi
.text:006A36AB call sub_91B030
.text:006A36B0 push edi
.text:006A36B1 call sub_91AF60
.text:006A36B6 add esp, 0Ch
.text:006A36B9 pop esi
.text:006A36BA lea eax, [ebx+2]
.text:006A36BD pop ebx
.text:006A36BE pop edi
.text:006A36BF mov esp, ebp
.text:006A36C1 pop ebp
.text:006A36C2 retn
so far I do not see anything usefull beside the jump and the calls.
I will explore a little further and see where the jump takes me ... Code:
.text:006A36C3 ; ---------------------------------------------------------------------------
.text:006A36C3
.text:006A36C3 loc_6A36C3: ; CODE XREF: sub_6A3650+52j
.text:006A36C3 push ebx ; char
.text:006A36C4 lea eax, [ebp+var_14]
.text:006A36C7 push eax ; int
.text:006A36C8 push esi ; char *
.text:006A36C9 mov [ebp+var_4], ebx
.text:006A36CC mov [ebp+var_14], ebx
.text:006A36CF mov [ebp+var_10], ebx
.text:006A36D2 call sub_69FC40
.text:006A36D7 mov eax, [ebp+var_14]
.text:006A36DA mov ecx, [ebp+var_10]
.text:006A36DD mov edx, eax
.text:006A36DF add esp, 0Ch
.text:006A36E2 or edx, ecx
.text:006A36E4 mov [ebp+var_C], eax
.text:006A36E7 mov [ebp+var_8], ecx
.text:006A36EA jz loc_6A3837
.text:006A36F0 cmp eax, 0FFFFFFFEh
.text:006A36F3 jnz short loc_6A36FE
.text:006A36F5 cmp ecx, 0FFFFFFFFh
.text:006A36F8 jz loc_6A3837
.text:006A36FE
.text:006A36FE loc_6A36FE: ; CODE XREF: sub_6A3650+A3j
.text:006A36FE push 7A2h
.text:006A3703 push offset a_Scriptevents_ ; ".\\ScriptEvents.cpp"
.text:006A3708 push 1
.text:006A370A push ecx
.text:006A370B push eax
.text:006A370C call sub_7BE110
.text:006A3711 mov ecx, eax
.text:006A3713 add esp, 14h
.text:006A3716 cmp ecx, ebx
.text:006A3718 jz loc_6A37C6
.text:006A371E mov esi, [ecx+8]
.text:006A3721 mov eax, [esi+8]
.text:006A3724 mov edx, eax
.text:006A3726 shr edx, 3
.text:006A3729 test dl, 1
.text:006A372C jz short loc_6A373E
.text:006A372E push 1
.text:006A3730 lea eax, [ebp+var_4]
.text:006A3733 push eax
.text:006A3734 call sub_5AE6D0
.text:006A3739 jmp loc_6A3803
I mean there are alot of mov and jumps but I really don't see those offsets in there ...
I will just check further but I doubt that I will get those
Edit: Thanks for the help guys but I think I have to do this some other time. Either I am just not thinking straigth or this is way over my head. anyways I will continue sometime later when I fell up to it...
Last edited by Azzie2k8; 07-17-2009 at 07:17 PM.
| 
07-17-2009
|  | Knight | | | Join Date: Apr 2009
Posts: 217
Reputation: 11 Level up: 8%, 464 Points needed |   | | | You have to try to understand it.
Try to get knowledge what the function is doing.
I am also pretty new to reversing but I put a lot of afford into something if I try to get information out of it.
Maybe try to translate it to Pseudo-Code. | 
07-17-2009
|  | MMOwned WebDev Legendary User | | | Join Date: Jan 2008
Posts: 1,909
Nominated 5 Times in 1 Post Reputation: 1029 Points: 22,637, Level: 21 | Level up: 15%, 1,363 Points needed |     | | | /me coughs
sub_5AD9B0 (takes a WoWObject* as 'this' and the 2nd arg)
Does a 'dynamic' check to see if you actually CAN attack said object. Not just the 'attackable' flag. (As that's set for pretty much every Player since you can PvP) | 
07-19-2009
| | Site Donator | | | Join Date: Mar 2007
Posts: 763
Reputation: 20 Level up: 30%, 636 Points needed |     | | Anyone else having problems iterating through the OM? It's just not working for me and I'm clueless why not. Everyone said offsets are same... Code: GameObject* CurObj = (GameObject*)(*(uint*)s_curMgr + 0xAC);
<snip />
while(...) {
NextObj = (GameObject*)(*(uint*)CurObj + 0x3C);
if (NextObj == CurObj)
{
MainClass.Print(Encoding.ASCII.GetBytes("Done parsing."), 0);
break;
}
else
CurObj = NextObj;
}
It's printing one object to the console and saying it's done. Any help?
EDIT: Even after switching to readprocessmemory instead of pointers, it's reading 0 for the 2nd/3rd object...
EDIT2: Well. Apparently C# is very SHITTY with pointers. Going back to uints now.
Last edited by lanman92; 07-19-2009 at 03:47 PM.
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