| | WoW Memory Editing WoW Memory Editing for learning purposes only.
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07-28-2009
| | Sergeant | | | Join Date: Jul 2009
Posts: 38
Reputation: 9 Level up: 49%, 206 Points needed | | | So I've been trying to find out where is combat flag stored (because I'm really scared of warden, so no inprocess tricks) by reversing UnitAffectingCombat and found this:
0x006A1180 - GetObjectByKeyword - This is just combination of here already listed GetGUIDByKeyword and GetObjectByGUID
And the flag: Code: uint result = reader.ReadUInt32( ( IntPtr )( unitBase + 0xd0 ) );
result = reader.ReadUInt32( ( IntPtr )( result + 0xd0 ) );
return ( result | 0x80000 ) == result;
dunno what other flags stored here means tho, gonna find out later | Donate to remove ads, get your "DONATOR title, and get access to the MMOwned community's elite Shoutbawx. 
07-29-2009
|  | 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 |     | | Quote:
Originally Posted by Kryso So I've been trying to find out where is combat flag stored (because I'm really scared of warden, so no inprocess tricks) by reversing UnitAffectingCombat and found this:
0x006A1180 - GetObjectByKeyword - This is just combination of here already listed GetGUIDByKeyword and GetObjectByGUID
And the flag: Code: uint result = reader.ReadUInt32( ( IntPtr )( unitBase + 0xd0 ) );
result = reader.ReadUInt32( ( IntPtr )( result + 0xd0 ) );
return ( result | 0x80000 ) == result;
dunno what other flags stored here means tho, gonna find out later | UNIT_FIELD_FLAGS
Try that descriptor. | 
07-29-2009
| | Sergeant | | | Join Date: Jul 2009
Posts: 38
Reputation: 9 Level up: 49%, 206 Points needed | | | Oh, sorry for duplicitate post then. Anyway I played a little bit with UnitName function and found this:
Player (myself): 0x1139fb8
Unit (non-player): [[baseAddress + 0x968] + 0x54]
No idea how about other players tho.. prolly gonna start playing with memory writes a little bit because your right, this is really gay | 
07-30-2009
|  | Sergeant | | | Join Date: Feb 2009
Posts: 63
Reputation: 5 Level up: 28%, 360 Points needed |   | | | Hey guys ..
Im making a bot . The movement navigation is based on CTM(click-to-move).
But i got some trubble with the XYZ navigation cord it seams like CTM xyz īs isent the same as Playerbase + xyz..
Im using these offset
{Playerbase}
X=0x798
Y=0x79C
Z=0x7A0 | 
07-30-2009
| | Sergeant | | | Join Date: Apr 2009
Posts: 65
Reputation: 5 Level up: 43%, 231 Points needed | | | Quote:
Originally Posted by WannaBeProgrammer Hey guys ..
Im making a bot . The movement navigation is based on CTM(click-to-move).
But i got some trubble with the XYZ navigation cord it seams like CTM xyz īs isent the same as Playerbase + xyz..
Im using these offset
{Playerbase}
X=0x798
Y=0x79C
Z=0x7A0 | I dont know if those offsets are correct and I am to lazy to look them up just now but those values are definetley the same.
What are you getting if you use ctm ?
btw if you use them as you posted with the playerbase it will only click right under your toon.
how are you calling ctm ? did you try printing the playerposition to see if those values look okay ? | 
07-30-2009
|  | 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 |     | | | The actual CTM struct has two different sets of points in it. The destination point (which changes as WoW figures out where exactly you're going to land. It stops changing once you get to where you clicked [or within a distance of it]), and the actual click point. Which stays 'static' through your click. | 
08-01-2009
|  | Knight | | | Join Date: Apr 2009
Posts: 217
Reputation: 11 Level up: 8%, 464 Points needed |   | | |
Last edited by flo8464; 08-01-2009 at 04:57 PM.
| 
08-01-2009
| | Site Donator | | | Join Date: Mar 2007
Posts: 763
Reputation: 20 Level up: 30%, 636 Points needed |     | | | I'd imagine that you find the pattern for RegisterFunction and check the XRefs and find the arrays that they access to register functions. Much easier to just hook RegisterFunction at runtime though. | 
08-01-2009
|  | Knight | | | Join Date: Apr 2009
Posts: 217
Reputation: 11 Level up: 8%, 464 Points needed |   | | Quote:
Originally Posted by lanman92 I'd imagine that you find the pattern for RegisterFunction and check the XRefs and find the arrays that they access to register functions. Much easier to just hook RegisterFunction at runtime though. | Thats what I did. |  | |
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