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PWI Neverfall changes
Discussion on PWI Neverfall changes within the PW Hacks, Bots, Cheats, Exploits forum part of the Perfect World category.
04/14/2017, 02:38
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#1
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PWI Neverfall changes
Below you can find my updated offset list.
I tested the (dark) green highlighted offsets while for those without a color I was to lazy so far.
However, I struggle a lot to get the red marked offsets be course the awesome  by denzjh
is not working anymore for me
Does anyone know why it is not working anymore? Maybe it is also just a mistake on my side.
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global realBaseAddress := 0xE4BAB0
global SendPacketAddress := 0x875D70
global AutoPathAddress := 0x4596D0
global ADDRESS_ACTION1 := 0x4CF440
global ADDRESS_ACTION2 := 0x4D59C0
global ADDRESS_ACTION3 := 0x4CFA50
global ADDRESS_GATHER := 0x4C4CA0
global CastAddress := 0x4BC950
global ADDRESS_FOLLOW := 0x0070BD00
global partyInviteOffset := 0xF06C60
global UnfreezOffset := 0x4F0
global chatBase_offset := 0xDAA3D8
global baseOffset:= 0x1C
global ListOffset := 0x1C
global XposOffset := 0x3C
global YposOffset := 0x44
global ZposOffset := 0x40
;~ #--------- Player ------------#
global PlayerListOffset := 0x1C
global sortedPlayerListOffset := 0x98
global PlayerCounterOffset := 0x18
global playerOffSet := 0x34
global playerNameOffset := 0x750
global playerIDOffset := 0x4B8
global PlayerHPOffset := 0x4CC
global PlayerHPmaxOffset := 0x520
global PlayerMPOffset := 0x4D0
global PlayerMPmaxOffset := 0x524
global playerLvlOffset := 0x4F8
global PlayerChiOffset := 0x4E0
global PlayerCoins_Offset := 0x5A8
global PlayerClass_Offset := 0x754
global PlayerTarget_Offset := 0x5A4
global PlayerEarningTime_Offset := 0x1730
global PlayerParty_Offset := 0x7D0
global PlayerEventGold := 0x1608
global PlayerNpcWindow := 0xF62
;~ #-------- NPC ----------------#
global NpcListOffset := 0x20
global sortedNpcListOffset := 0x5c
global NpcCounterOffset := 0x18
global NpcUIDOffset := 0x114
global NpcIDOffset := 0x118
global NpcNameOffset := 0x260
global NpcLVLOffset := 0x120
global NpcHPOffset := 0x128
global NpcHPmaxOffset := 0x17C
global NpcSpecialOffset := 0x24C
;~ #-------- Item ---------------#
global ItemListOffset := 0x24
global sortedItemListOffset := 0x1C
global ItemCounterOffset := 0x14
global ItemNameOffset := 0x168
global ItemUIDOffset := 0x110
global ItemIDOffset := 0x114
;~ #----- Inventory -------------#
global InventoryListOffset := 0x1160
global sortedInventoryListOffset := 0xC
global InventorySizeOffset := 0x10
global InvName_Offset := 0x4C
global InvID_Offset := 0xC
global InvStackAmount_Offset := 0x14
global InvMAXStackAmount_Offset := 0x18
global InvDurability_Offset := 0x74
global InvMaxDurability_Offset := 0x78
global refineLevelOffset := 0x90
global InvSellPrice_Offset := 0x1C
global FlyerID_Offset := 0x5F8
;~ #---------- actions ----------#
global MoveMode_Offset := 0x760
global playerActionStructOffset := 0x15C4
global SkillsBase_Offset := 0x15F0
global SkillsCount_Offset := 0x15F4
Since many of us use different names, here the old list for comparison:
global realBaseAddress := 0xEF8344
global SendPacketAddress := 0x875D70
global AutoPathAddress := 0x4596D0
global ADDRESS_ACTION1 := 0x4CF440
global ADDRESS_ACTION2 := 0x4D59C0
global ADDRESS_ACTION3 := 0x4CFA50
global ADDRESS_GATHER := 0x4C4CA0
global CastAddress := 0x4BC950
global ADDRESS_FOLLOW := 0x0070BD00
global partyInviteOffset := 0xF06C60
global UnfreezOffset := 0x4F0
global chatBase_offset := 0xDAA3D8
global baseOffset:= 0x1C
global ListOffset := 0x1C
global XposOffset := 0x3C
global YposOffset := 0x44
global ZposOffset := 0x40
;~ #--------- Player ------------#
global PlayerListOffset := 0x1C
global sortedPlayerListOffset := 0x98
global PlayerCounterOffset := 0x18
global playerOffSet := 0x34
global playerNameOffset := 0x700
global playerIDOffset := 0x4B8
global PlayerHPOffset := 0x4CC
global PlayerHPmaxOffset := 0x520
global PlayerMPOffset := 0x4D0
global PlayerMPmaxOffset := 0x524
global playerLvlOffset := 0x4F8
global PlayerChiOffset := 0x4E0
global PlayerCoins_Offset := 0x5A8
global PlayerClass_Offset := 0x704
global PlayerTarget_Offset := 0x5A4
global PlayerEarningTime_Offset := 0x1730
global PlayerParty_Offset := 0x7D0
global PlayerEventGold := 0x1608
global PlayerNpcWindow := 0xEEE
;~ #-------- NPC ----------------#
global NpcListOffset := 0x20
global sortedNpcListOffset := 0x5c
global NpcCounterOffset := 0x18
global NpcUIDOffset := 0x114
global NpcIDOffset := 0x118
global NpcNameOffset := 0x260
global NpcLVLOffset := 0x120
global NpcHPOffset := 0x128
global NpcHPmaxOffset := 0x17C
global NpcSpecialOffset := 0x24C
;~ #-------- Item ---------------#
global ItemListOffset := 0x24
global sortedItemListOffset := 0x1C
global ItemCounterOffset := 0x14
global ItemNameOffset := 0x168
global ItemUIDOffset := 0x110
global ItemIDOffset := 0x114
;~ #----- Inventory -------------#
global InventoryListOffset := 0x10EC
global sortedInventoryListOffset := 0xC
global InventorySizeOffset := 0x10
global InvName_Offset := 0x4C
global InvID_Offset := 0xC
global InvStackAmount_Offset := 0x14
global InvMAXStackAmount_Offset := 0x18
global InvDurability_Offset := 0x74
global InvMaxDurability_Offset := 0x78
global refineLevelOffset := 0x90
global InvSellPrice_Offset := 0x1C
global FlyerID_Offset := 0x5E0
;~ #---------- actions ----------#
global MoveMode_Offset := 0x710
global playerActionStructOffset := 0x154C
global SkillsBase_Offset := 0x1578
global SkillsCount_Offset := 0x157C
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04/14/2017, 03:00
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#2
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Thanks for this. My python Address Retriever script also stopped working. Every single **** regex broke. It still works fine on the PWCN client of this expansion. They must have changed compilers I guess?
So the red addresses are broken right? I don't know how to breakpoint that so I'm lost without a decent regex for the basic things. Anyone got a clue?
Actually I think sendpacket is pretty easy to get if you put a breakpoint in WS_32.dll>send or something. The others I dunno.
EDIT: OK I think I have a debug strategy for the action stuff. You should be able to breakpoint on any update to the action flag which is actually in the player struct. From there you can examine up the call stack until you see parameters that resemble what happens in our inject code. From there you can examine the calling function to see the other function addresses. Will try this later.
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04/14/2017, 09:39
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#3
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so far:
CharChoose:
"elementclient.exe"+00A514CC + 34 + a4c
Forcelog
"elementclient.exe"+00A87784 + 4 + 1c0 + 268
global SendPacketAddress := 0x7EDB30
007EDB30 /$ 6A FF PUSH -1
007EDB32 |. 68 1865BF00 PUSH elementc.00BF6518
007EDB37 |. 64:A1 00000000 MOV EAX,DWORD PTR FS:[0]
007EDB3D |. 50 PUSH EAX
007EDB3E |. 83EC 18 SUB ESP,18
007EDB41 |. 53 PUSH EBX
007EDB42 |. 56 PUSH ESI
007EDB43 |. 57 PUSH EDI
007EDB44 |. A1 4864E400 MOV EAX,DWORD PTR DS:[E46448]
007EDB49 |. 33C4 XOR EAX,ESP
007EDB4B |. 50 PUSH EAX
007EDB4C |. 8D4424 28 LEA EAX,DWORD PTR SS:[ESP+28]
007EDB50 |. 64:A3 00000000 MOV DWORD PTR FS:[0],EAX
007EDB56 |. 8BF9 MOV EDI,ECX
007EDB58 |. 6A 07 PUSH 7 ; /Arg1 = 00000007
007EDB5A |. E8 811B1000 CALL elementc.008EF6E0 ; \elementc.008EF6E0
007EDB5F |. 33DB XOR EBX,EBX
007EDB61 |. 83C4 04 ADD ESP,4
007EDB64 |. C74424 10 FC5C>MOV DWORD PTR SS:[ESP+10],elementc.00CE5>
007EDB6C |. C74424 18 5C2A>MOV DWORD PTR SS:[ESP+18],elementc.00C82>
007EDB74 |. 895C24 1C MOV DWORD PTR SS:[ESP+1C],EBX
007EDB78 |. 895C24 20 MOV DWORD PTR SS:[ESP+20],EBX
007EDB7C |. 895C24 24 MOV DWORD PTR SS:[ESP+24],EBX
007EDB80 |. C74424 14 2200>MOV DWORD PTR SS:[ESP+14],22
007EDB88 |. 8B7424 3C MOV ESI,DWORD PTR SS:[ESP+3C]
007EDB8C |. 56 PUSH ESI
007EDB8D |. 8D4C24 1C LEA ECX,DWORD PTR SS:[ESP+1C]
007EDB91 |. 895C24 34 MOV DWORD PTR SS:[ESP+34],EBX
007EDB95 |. E8 7695C1FF CALL elementc.00407110
007EDB9A |. 8B4424 38 MOV EAX,DWORD PTR SS:[ESP+38]
007EDB9E |. 8B4C24 1C MOV ECX,DWORD PTR SS:[ESP+1C]
007EDBA2 |. 56 PUSH ESI ; /n
007EDBA3 |. 50 PUSH EAX ; |src
007EDBA4 |. 51 PUSH ECX ; |dest
007EDBA5 |. FF15 C8F6C700 CALL DWORD PTR DS:[<&MSVCR80.memmove>] ; \memmove
007EDBAB |. 8B5424 28 MOV EDX,DWORD PTR SS:[ESP+28]
007EDBAF |. 83C4 0C ADD ESP,0C
007EDBB2 |. 53 PUSH EBX
007EDBB3 |. 8D4424 14 LEA EAX,DWORD PTR SS:[ESP+14]
007EDBB7 |. 03D6 ADD EDX,ESI
007EDBB9 |. 50 PUSH EAX
007EDBBA |. 8BCF MOV ECX,EDI
007EDBBC |. 895424 28 MOV DWORD PTR SS:[ESP+28],EDX
007EDBC0 |. E8 9BFDFFFF CALL elementc.007ED960
007EDBC5 |. 8B4C24 1C MOV ECX,DWORD PTR SS:[ESP+1C]
007EDBC9 |. 51 PUSH ECX ; /block
007EDBCA |. 8AD8 MOV BL,AL ; |
007EDBCC |. C74424 1C 5C2A>MOV DWORD PTR SS:[ESP+1C],elementc.00C82>; |
007EDBD4 |. FF15 CCF6C700 CALL DWORD PTR DS:[<&MSVCR80.free>] ; \free
007EDBDA |. 83C4 04 ADD ESP,4
007EDBDD |. 8AC3 MOV AL,BL
007EDBDF |. 8B4C24 28 MOV ECX,DWORD PTR SS:[ESP+28]
007EDBE3 |. 64:890D 000000>MOV DWORD PTR FS:[0],ECX
007EDBEA |. 59 POP ECX
007EDBEB |. 5F POP EDI
007EDBEC |. 5E POP ESI
007EDBED |. 5B POP EBX
007EDBEE |. 83C4 24 ADD ESP,24
007EDBF1 \. C2 0800 RETN 8
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04/14/2017, 21:15
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#4
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Global $ADDRESS_BASE = 0xE4BAB0
Global $ADDRESS_SENDPACKET = 0x7edb30
Global $ADDRESS_CASTSKILL = 0x4E07A0
Global $OFFSET_ACTIONBASE = 0x15c4
Global $ADDRESS_GATHER = 0x4D19B0
Global $ADDRESS_REGATTACK = 0x4CCE80
I'm struggling hard with figuring out the walk / autopath stuff they might have changed it up I think.
I can set a breakpoint fine by setting a breakpoint condition on when it writes a 1 to the action flag in the player struct. Then I examine the full stack trace to find the call (the return address on the stack points to the instruction after the call) but I think maybe the parameters are different?
Global $ADDRESS_AUTOPATH = ???
Global $ADDRESS_ACTION1 = ???
Global $ADDRESS_ACTION2 = ???
Global $ADDRESS_ACTION3 = ???
Like this is me trying to do autopath:
Maybe there are are more parameters now?
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04/15/2017, 08:39
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#5
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global AutoPathAddress := 0x40A6D0
Code:
0040A6D0 /$ 6A FF PUSH -1
0040A6D2 |. 68 F872B900 PUSH elementc.00B972F8
0040A6D7 |. 64:A1 00000000 MOV EAX,DWORD PTR FS:[0]
0040A6DD |. 50 PUSH EAX
0040A6DE |. 83EC 20 SUB ESP,20
0040A6E1 |. 53 PUSH EBX
0040A6E2 |. 56 PUSH ESI
0040A6E3 |. A1 4864E400 MOV EAX,DWORD PTR DS:[E46448]
0040A6E8 |. 33C4 XOR EAX,ESP
0040A6EA |. 50 PUSH EAX
0040A6EB |. 8D4424 2C LEA EAX,DWORD PTR SS:[ESP+2C]
0040A6EF |. 64:A3 00000000 MOV DWORD PTR FS:[0],EAX
0040A6F5 |. 8BF1 MOV ESI,ECX
0040A6F7 |. 8D4C24 0C LEA ECX,DWORD PTR SS:[ESP+C]
0040A6FB |. E8 709A0000 CALL elementc.00414170
0040A700 |. 8B4C24 40 MOV ECX,DWORD PTR SS:[ESP+40]
0040A704 |. 8B5424 44 MOV EDX,DWORD PTR SS:[ESP+44]
0040A708 |. 8B4424 3C MOV EAX,DWORD PTR SS:[ESP+3C]
0040A70C |. 894C24 10 MOV DWORD PTR SS:[ESP+10],ECX
0040A710 |. 8B4C24 4C MOV ECX,DWORD PTR SS:[ESP+4C]
0040A714 |. 895424 14 MOV DWORD PTR SS:[ESP+14],EDX
0040A718 |. 8B5424 50 MOV EDX,DWORD PTR SS:[ESP+50]
0040A71C |. 894424 0C MOV DWORD PTR SS:[ESP+C],EAX
0040A720 |. 8B4424 48 MOV EAX,DWORD PTR SS:[ESP+48]
0040A724 |. 894C24 1C MOV DWORD PTR SS:[ESP+1C],ECX
0040A728 |. 8B4C24 58 MOV ECX,DWORD PTR SS:[ESP+58]
0040A72C |. 895424 20 MOV DWORD PTR SS:[ESP+20],EDX
0040A730 |. 894424 18 MOV DWORD PTR SS:[ESP+18],EAX
0040A734 |. 8B4424 54 MOV EAX,DWORD PTR SS:[ESP+54]
0040A738 |. 8D5424 0C LEA EDX,DWORD PTR SS:[ESP+C]
0040A73C |. 894C24 28 MOV DWORD PTR SS:[ESP+28],ECX
0040A740 |. 52 PUSH EDX
0040A741 |. 8BCE MOV ECX,ESI
0040A743 |. C74424 38 0000>MOV DWORD PTR SS:[ESP+38],0
0040A74B |. 894424 28 MOV DWORD PTR SS:[ESP+28],EAX
0040A74F |. E8 ECD9FFFF CALL elementc.00408140
0040A754 |. 8D4C24 0C LEA ECX,DWORD PTR SS:[ESP+C]
0040A758 |. 8AD8 MOV BL,AL
0040A75A |. C74424 34 FFFF>MOV DWORD PTR SS:[ESP+34],-1
0040A762 |. E8 199A0000 CALL elementc.00414180
0040A767 |. 8AC3 MOV AL,BL
0040A769 |. 8B4C24 2C MOV ECX,DWORD PTR SS:[ESP+2C]
0040A76D |. 64:890D 000000>MOV DWORD PTR FS:[0],ECX
0040A774 |. 59 POP ECX
0040A775 |. 5E POP ESI
0040A776 |. 5B POP EBX
0040A777 |. 83C4 2C ADD ESP,2C
0040A77A \. C2 2000 RETN 20
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04/15/2017, 10:25
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#6
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I wonder why I couldnt find it... How about Move? The current version we are using is broken into ACTION1-ACTION3 but it seems silly that Autopath has a simple function to call directly but move doesn't. If it was one address it would be easier to maintain.
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04/15/2017, 12:14
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#7
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Action address so far:
snippets from our moveto command:
normalMoveTo(p,X,Y,Z=0,flyflag=0)
func = %func%8B8F%OFFSET_ACTIONBASE% ;MOV ECX,DWORD PTR DS:[EDI+playerActionStructOffset]
func = %func%8B401C ;MOV EAX,DWORD PTR DS:[EAX+1C]
func = %func%8D4C241C ;LEA ECX,[ESP+1C]
So I searched in olly for the line OFFSET_ACTIONBASE (8B8F C4150000) MOV ECX,DWORD PTR DS:[EDI+15C4]
Sort the functions in which also [EXA+1C] and [ESP+1C] are contained.
One of the following addresses would probably have the main moveto function:
004C1AF0 /$ 6A FF PUSH -1
004CCE80 /$ 55 PUSH EBP
004D19B0 /$ 55 PUSH EBP
004D6CB0 /$ 81EC F0010000 SUB ESP,1F0
004E02C0 /$ 57 PUSH EDI
006AC480 /$ 81EC A4000000 SUB ESP,0A4
00930A90 /$ 6A 08 PUSH 8
Actually only breakpoint and look if they are triggered if one clicks in the client, if you can take the action addresses from it.
I'm almost sure that action 3 0xA41E00 is and action 1 maybe 0xAB28F0, Action 2 could be anywhere at 0xA4DEA0.
I have unfortunately not so much time and can only later search.
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04/16/2017, 10:44
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#8
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Anyone managed to update the offset files for Primal quests?
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04/16/2017, 22:14
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#9
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Quote:
Originally Posted by Kruger2001
Action address so far:
snippets from our moveto command:
normalMoveTo(p,X,Y,Z=0,flyflag=0)
func = %func%8B8F%OFFSET_ACTIONBASE% ;MOV ECX,DWORD PTR DS:[EDI+playerActionStructOffset]
func = %func%8B401C ;MOV EAX,DWORD PTR DS:[EAX+1C]
func = %func%8D4C241C ;LEA ECX,[ESP+1C]
So I searched in olly for the line OFFSET_ACTIONBASE (8B8F C4150000) MOV ECX,DWORD PTR DS:[EDI+15C4]
Sort the functions in which also [EXA+1C] and [ESP+1C] are contained.
One of the following addresses would probably have the main moveto function:
004C1AF0 /$ 6A FF PUSH -1
004CCE80 /$ 55 PUSH EBP
004D19B0 /$ 55 PUSH EBP
004D6CB0 /$ 81EC F0010000 SUB ESP,1F0
004E02C0 /$ 57 PUSH EDI
006AC480 /$ 81EC A4000000 SUB ESP,0A4
00930A90 /$ 6A 08 PUSH 8
Actually only breakpoint and look if they are triggered if one clicks in the client, if you can take the action addresses from it.
I'm almost sure that action 3 0xA41E00 is and action 1 maybe 0xAB28F0, Action 2 could be anywhere at 0xA4DEA0.
I have unfortunately not so much time and can only later search.
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I tried all of those but none triggered specifically on click (though one was triggered constantly on idle).
This is what I think the candidates might be but I'm not really proficient enough in this area to make progress.
These are the candidates:
4E3070
4E3120
4E24D0
4ECCA0
4ECB60
4E35F0
I've got a good feeling 4E35F0 is ACTION3 because that push 0,edi,1 pattern is familiar but I'm not too sure about ACTION1 and ACTION2. 4E3070 might be ACTION1 since I see it near the beginning of a few functions that use the action struct offset. That leaves a lot of other calls in the middle for ACTION2...
Anyone have any guidance from here?
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04/17/2017, 13:29
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#10
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Finally
global ADDRESS_ACTION1 := 0x4E24D0
global ADDRESS_ACTION2 := 0x4E7C90
global ADDRESS_ACTION3 := 0x4E35F0
Main moveto:
CPU Disasm
Address Hex dump Command Comments
004BC3D0 /$ 56 PUSH ESI ; elementclient.004BC3D0(guessed Arg1)
004BC3D1 |. 8BF1 MOV ESI,ECX
004BC3D3 |. 8B8E C4150000 MOV ECX,DWORD PTR DS:[ESI+15C4]
004BC3D9 |. E8 426A0200 CALL 004E2E20
004BC3DE |. 84C0 TEST AL,AL
004BC3E0 |. 74 09 JE SHORT 004BC3EB
004BC3E2 |. E8 89F33400 CALL 0080B770 ; [elementclient.0080B770
004BC3E7 |. 5E POP ESI
004BC3E8 |. C2 0400 RETN 4
004BC3EB |> 6A 01 PUSH 1 ; /Arg1 = 1
004BC3ED |. 8BCE MOV ECX,ESI ; |
004BC3EF |. E8 6C940100 CALL 004D5860 ; \elementclient.004D5860
004BC3F4 |. 84C0 TEST AL,AL
004BC3F6 |. 0F84 E0000000 JE 004BC4DC
004BC3FC |. 8B4C24 08 MOV ECX,DWORD PTR SS:[ARG.1]
004BC400 |. 8B41 0C MOV EAX,DWORD PTR DS:[ECX+0C]
004BC403 |. 83F8 09 CMP EAX,9 ; Switch (cases 0..9, 11. exits)
004BC406 |. 77 5F JA SHORT 004BC467
004BC408 |. FF2485 E0C44B JMP DWORD PTR DS:[EAX*4+4BC4E0]
004BC40F |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000001 ; Case 0 of switch elementclient.4BC403
004BC416 |. EB 4F JMP SHORT 004BC467
004BC418 |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000009 ; Case 1 of switch elementclient.4BC403
004BC41F |. EB 46 JMP SHORT 004BC467
004BC421 |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000008 ; Case 2 of switch elementclient.4BC403
004BC428 |. EB 3D JMP SHORT 004BC467
004BC42A |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],0000000C ; Case 3 of switch elementclient.4BC403
004BC431 |. EB 34 JMP SHORT 004BC467
004BC433 |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000004 ; Case 4 of switch elementclient.4BC403
004BC43A |. EB 2B JMP SHORT 004BC467
004BC43C |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000006 ; Case 5 of switch elementclient.4BC403
004BC443 |. EB 22 JMP SHORT 004BC467
004BC445 |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000002 ; Case 6 of switch elementclient.4BC403
004BC44C |. EB 19 JMP SHORT 004BC467
004BC44E |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000003 ; Case 7 of switch elementclient.4BC403
004BC455 |. EB 10 JMP SHORT 004BC467
004BC457 |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000010 ; Case 8 of switch elementclient.4BC403
004BC45E |. EB 07 JMP SHORT 004BC467
004BC460 |> 838E 940B0000 OR DWORD PTR DS:[ESI+0B94],00000020 ; Case 9 of switch elementclient.4BC403
004BC467 |> 8B41 0C MOV EAX,DWORD PTR DS:[ECX+0C] ; Default case of switch elementclient.4BC403
004BC46A |. 83F8 08 CMP EAX,8
004BC46D |. 74 05 JE SHORT 004BC474
004BC46F |. 83F8 09 CMP EAX,9
004BC472 |. 75 10 JNE SHORT 004BC484
004BC474 |> 8B86 60070000 MOV EAX,DWORD PTR DS:[ESI+760]
004BC47A |. 83F8 02 CMP EAX,2
004BC47D |. 74 05 JE SHORT 004BC484
004BC47F |. 83F8 01 CMP EAX,1
004BC482 |. 75 58 JNE SHORT 004BC4DC
004BC484 |> 80BE 00090000 CMP BYTE PTR DS:[ESI+900],0
004BC48B |. 75 4F JNE SHORT 004BC4DC
004BC48D |. 6A 01 PUSH 1 ; /Arg1 = 1
004BC48F |. 8BCE MOV ECX,ESI ; |
004BC491 |. E8 CA930100 CALL 004D5860 ; \elementclient.004D5860
004BC496 |. 84C0 TEST AL,AL
004BC498 |. 74 42 JE SHORT 004BC4DC
004BC49A |. 8B8E C4150000 MOV ECX,DWORD PTR DS:[ESI+15C4]
004BC4A0 |. 6A 01 PUSH 1 ; /Arg2 = 1
004BC4A2 |. 6A 01 PUSH 1 ; |Arg1 = 1
004BC4A4 |. E8 776C0200 CALL 004E3120 ; \elementclient.004E3120
004BC4A9 |. 84C0 TEST AL,AL
004BC4AB |. 74 2F JE SHORT 004BC4DC
004BC4AD |. 8B8E C4150000 MOV ECX,DWORD PTR DS:[ESI+15C4]
004BC4B3 |. 57 PUSH EDI
004BC4B4 |. 6A 01 PUSH 1 ; /Arg1 = 1
004BC4B6 |. E8 15600200 CALL 004E24D0 ; \elementclient.004E24D0 Action 1
004BC4BB |. 8BF8 MOV EDI,EAX
004BC4BD |. 68 E0C0E400 PUSH OFFSET 00E4C0E0 ; /Arg2 = elementclient.0E4C0E0
004BC4C2 |. 6A 03 PUSH 3 ; |Arg1 = 3
004BC4C4 |. 8BCF MOV ECX,EDI ; |
004BC4C6 |. E8 C5B70200 CALL 004E7C90 ; \elementclient.004E7C90 Action 2
004BC4CB |. 8B8E C4150000 MOV ECX,DWORD PTR DS:[ESI+15C4]
004BC4D1 |. 6A 00 PUSH 0 ; /Arg3 = 0
004BC4D3 |. 57 PUSH EDI ; |Arg2
004BC4D4 |. 6A 01 PUSH 1 ; |Arg1 = 1
004BC4D6 |. E8 15710200 CALL 004E35F0 ; \elementclient.004E35F0 Action 3
004BC4DB |. 5F POP EDI
004BC4DC |> 5E POP ESI
004BC4DD \. C2 0400 RETN 4
How to find with olly:
Attach and make sure that you are on module elementc.
Search for - Sequence of commands, enter the two assembly instructions:
PUSH 3
MOV ECX,EDI
At every hit compare the bottom section of the mainmoveto, after a few unusable hits comes the searched function.
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04/18/2017, 01:37
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#11
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elite*gold: 0
Join Date: Sep 2013
Posts: 146
Received Thanks: 84
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That's so awesome. Thank you a lot for your effort and help!
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04/23/2017, 16:34
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#12
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elite*gold: 0
Join Date: Aug 2013
Posts: 40
Received Thanks: 1
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Is the first post the correct list with the updates people have provided?
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04/25/2017, 18:29
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#13
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elite*gold: 0
Join Date: Nov 2007
Posts: 17
Received Thanks: 0
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i believed they provided a working offset.. now you just need to find a way to convert it so denzjh program can read it.. i do not know how.. but good luck
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04/26/2017, 13:01
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#14
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Join Date: Aug 2013
Posts: 40
Received Thanks: 1
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Quote:
Originally Posted by breakupp
i believed they provided a working offset.. now you just need to find a way to convert it so denzjh program can read it.. i do not know how.. but good luck
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I figured that xD; But can anyone help me do so?
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04/26/2017, 23:17
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#15
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elite*gold: 0
Join Date: Sep 2013
Posts: 146
Received Thanks: 84
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My first post does not include the missing offsets (red highlighted) but you can find these in the posts of jasty and kruger.
To get this other bot to work simply compare the old offsets (check the end of my first post) with those of that other bot and replace them with the new offsets.
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