The War Within Beta 11.0.2.55665 and ObjectManager menu

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  1. #1
    Kovrizha's Avatar Active Member
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    The War Within Beta 11.0.2.55665 and ObjectManager

    Hi guys!
    Does anyone know what they did with ObjectManager on yesterday's beta build 11.0.2.55665?
    Before that everything was as usual, even like is on retail now (10.2.7.55664): ObjectFirst = 0x120, ObjectNext = 0x18, ObjectCount = 0x10.
    I cant now locate any appropriate First, Next and Count.
    However, there are no changes with other offsets (with binary patterns for IDA):

    ObjectManager = 0x14525DF28 ("48 8B 1D ? ? ? ? C6 05 ? ? ? ? ? 48 8B CB")
    ObjectFirst = 0x120 ("44 8B 83 ? ? ? ? 48 8D 4B 10 E8 ? ? ? ? 85 C0 75 15")
    ObjectNext = 0x18 ("48 89 4C 24 ? 48 89 54 24 ? 4C 89 44 24 ? 4C 89 4C 24 ? 48 83 EC 28 48 8B 05 ? ? ? ? 48 85 C0 74 10")
    ObjectCount = 0x10 ("48 8D 4B 10 E8 ? ? ? ? 85 C0 75 15")
    CameraStruct = 0x14515B6C8 ("48 83 3D ? ? ? ? ? 74 1E E8 ? ? ? ? 85 C0")
    CameraOffset = 0x3A48 ("48 8B 89 ? ? ? ? 48 8B DA 48 85 D2")
    CameraOrigin = 0x10
    CharacterSelection = 0x144BADD20 ("8B 0D ? ? ? ? E8 ? ? ? ? 48 85 C0 74 1D 48 8B 08 48 39 4C 24 ? 75 13 48 8B 48 08 48 39 4C 24 ? 75 08 48 8B C8 E8 ? ? ? ? 48 83 C4 38")
    IsTexting = 0x144ECF148 ("48 8B 05 ? ? ? ? 8B FA 48 8B D9")
    LoadingScreen = 0x145394484 ("0F B7 0D ? ? ? ? 4C 8D 0D ? ? ? ?")
    InteractGuid = 0x144ED4160+438 ("48 8D 0D ? ? ? ? E8 ? ? ? ? 41 B9 ? ? ? ? 4C 8D 05 ? ? ? ? BA ? ? ? ? 48 8B C8 E8 ? ? ? ? 48 85 C0 74 12 4C 8B C7 48 8D 0D ? ? ? ? 48 8B D0 E8 ? ? ? ? 48 8D 0D ? ? ? ?")
    FocusGuid = 0x144ED6FF8 ("4C 8D 05 ? ? ? ? 41 8B D6 48 8B CB")
    MouseGuid = 0x145394488 ("48 8D 0D ? ? ? ? 48 0F 44 D9")
    PlayerGuid = 0x144D2E408 ("0F 11 05 ? ? ? ? E8 ? ? ? ? 8B 0D ? ? ? ? 65 48 8B 04 25 ? ? ? ?")
    ZoneId = 0x145394734 ("8B 15 ? ? ? ? 4C 8D 4C 24 ? 45 33 C0 48 8D 0D ? ? ? ? E8 ? ? ? ? 48 83 C4 28")
    MapId = 0x144BBB46C ("3B 05 ? ? ? ? 8B D8 89 45 77")
    Outdoors = 0x145152A92 ("40 38 2D ? ? ? ? 75 53")

    The War Within Beta 11.0.2.55665 and ObjectManager
  2. #2
    Trioxygen's Avatar Member
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    I didn't check the last build, but it was different for the one I checked before. My imlementation is here if it helps: pub fn update(&mut self, game_time: f64) { self.game_time = game_ti - Pastebin.com

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  4. #3
    Kovrizha's Avatar Active Member
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    Originally Posted by Trioxygen View Post
    I didn't check the last build, but it was different for the one I checked before. My imlementation is here if it helps: pub fn update(&mut self, game_time: f64) { self.game_time = game_ti - Pastebin.com
    Trioxygen, as I can see you iterate objects through VISIBLE_OBJECTS. The structure I never touched before. As far as I know, there are several of them (ObjectManagers), but this is not certain. And it seems the one I used is gone now (0x14525DF28 in 11.0.2.55665 and 0x145127DF0 in 11.0.2.55522; Ida pattern - 48 8B 1D ? ? ? ? C6 05 ? ? ? ? ? 48 8B CB).
    Trioxygen, may I ask the offset value of VISIBLE_OBJECTS you use in any beta build?

  5. #4
    Trioxygen's Avatar Member
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    DM me your discord handle maybe so we can talk more efficiently?

  6. #5
    Tirthankara's Avatar Active Member
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    I have the same problem - nothing works)))

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  8. #6
    cloakr's Avatar Member
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    Same issue here. Using same pattern as Kovrizha. where are you folks discussing this?

  9. #7
    Trioxygen's Avatar Member
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    Gonna share our progress here hoping more people will share. The object manager seems to me to be split into buckets with a different hashing algrorithm. Forgoing the hashing for now (I am really not that great at reversing this), I have been able to traverse one of the buckets using next code and *think* it has the actual entities:

    Code:
    if let Ok(base_addr) = self
        .process
        .read_mem::<usize>(self.module_base_address + 0x05372F38)
    {
        let pointer_to_table = self.process.read_mem::<usize>(base_addr + 0x20).unwrap();
        for i in 0..=0x7500 {
            let pointer_to_entity_base = self
                .process
                .read_mem::<usize>(pointer_to_table + i * 0x8)
                .unwrap();
            let pointer_to_entity = self
                .process
                .read_mem::<usize>(pointer_to_entity_base + 0x20)
                .unwrap();
            if pointer_to_entity == 0xDEDEDEDEDEDEDEDE {
                break;
            }
            let entity = Entity::new(self.process.clone(), pointer_to_entity);
    
            println!("{:#X} {:?}", i * 8, entity);
        }
    }

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  11. #8
    Trioxygen's Avatar Member
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    More updates for object_id and guid:

    Code:
    // addr = entity base address
    pub const OBJECT_TYPE_OFFSET: usize = 0x08;
    let mut guid = 0;
    if let Ok(pointer_to_struct) = self.process.read_mem::<usize>(addr + 0x20) {
        if let Ok(guid_from_memory) = self.process.read_mem::<i128>(pointer_to_struct + 0x8) {
            guid = guid_from_memory;
        }
    }
    let object_type = self
        .process
        .read_mem::<u8>(addr + OBJECT_TYPE_OFFSET)
        .unwrap();

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  13. #9
    casterte's Avatar Member
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    Could you please tell me if 0x05372F38 is the address for ObjectManagers?

  14. #10
    Lumi666's Avatar Member
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    For 11.0.2.55763 ( Beta ) yes it's 0x05372F38

  15. #11
    gdfsxwy's Avatar Active Member
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    Code:
    //11.0.0.55824
    //C++
    DWORD64 Mgr  = module_base_addres + 0x45C1150
    for (DWORD64 i = *(DWORD64*)(Mgr + 0x120); i != (Mgr + 0x120); )
    {  
      DWORD64 Obj = i - 0x30;
      DWORD64 Guid = Obj + 0x10;
      BYTE type = Obj + 0x8;
      i = *(DWORD64*)(i);
    }
    
    XYZ:0xB0,0x8,0x20
    Last edited by gdfsxwy; 07-25-2024 at 09:18 AM.

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  17. #12
    evil2's Avatar Active Member
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    yeah the object manager entries changed a bit, subtract 0x30 from next address now
    Code:
            struct OMitem { // partial
                [FieldOffset(0x08)] byte type
                [FieldOffset(0x10)] wowguid id
                [FieldOffset(0x30)] long next
                [FieldOffset(0x38)] long prev
            }
    ahh, gdfsxwy already posted it

    does anyone have the new offset values ​​for unit auras?
    Last edited by evil2; 07-25-2024 at 02:27 PM.

  18. #13
    gdfsxwy's Avatar Active Member
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    Auras offset 11.0.0.55824 ,C++

    Code:
    enum Auraoffset
    {
    	Tbl = 1456,
    	Size = 224,
    	count = 1464,
    	buffId = 176,
    	Flags = 200,
    	CastGuid = 128,
    	Duration = 188,
    	ExpirationTime = 192, 
    	StackCount = 204, 
    	timeMod = 208,
    };
    
    _Count = *(_DWORD*)(Obj + Offsets::Auraoffset::count);
    AuraTbls = *(_QWORD*)(Obj + Offsets::Auraoffset::Tbl);
    
    for (int i = 0; i < _Count; i++)
    {
      AuraTerm = &Aura[i];
      AuraTerm->SpellId = 0;
      AuraTbl = (Offsets::Auraoffset::Size * i) + AuraTbls;
    
      SpellId = *(int*)(AuraTbl + Offsets::Auraoffset::buffId);
      if (SpellId)
      {
        AuraTerm->SpellId = SpellId;
        Flags = *(_WORD*)(AuraTbl + Offsets::Auraoffset::Flags);
        AuraTerm->Flags = Flags;
        Int128CpyGuid(AuraTerm->CasterGuid, (AuraTbl + Offsets::Auraoffset::CastGuid));
        AuraTerm->Duration = *(int*)(AuraTbl + Offsets::Auraoffset::Duration);
        AuraTerm->ExpirationTime = *(int*)(AuraTbl + Offsets::Auraoffset::ExpirationTime);
        AuraTerm->StackCount = *(BYTE*)(AuraTbl + Offsets::Auraoffset::StackCount);
        AuraTerm->timeMod = *(float*)(AuraTbl + Offsets::Auraoffset::timeMod);
        //AuraTerm->Type = (Flags >> 4) & 1;
        AuraTerm->Name[0] = 0;
        AuraTerm->isHarmful = (Flags & 0x10) != 0;
        AuraTerm->isHelpful = ~(Flags >> 4) & 1;
      }
    }

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  20. #14
    rahulrs561's Avatar Member
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    My current offset for object manager is 0x2b139e7 based on the pattern scan from OP. Can someone verify this is the correct offset? I'm working on a DMA radar (I know, its overkill, but I have set it up in other games so it is what I know).

  21. #15
    rahulrs561's Avatar Member
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    Originally Posted by rahulrs561 View Post
    My current offset for object manager is 0x2b139e7 based on the pattern scan from OP. Can someone verify this is the correct offset? I'm working on a DMA radar (I know, its overkill, but I have set it up in other games so it is what I know).
    I've found my mistake. I was using the address from the pattern scan rather than the address located in the instruction.

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