wotlk general
P-base offsets for wotlk
0x800 movement state
0x803 movement state 2
0x83C fall time
0x840 starting jump position
0x848 points to current speed
0x84C points to walk speed
0x850 points to run(forward)
0x854 points to run(backward)
0x858 points to swim(forward)
0x85C points to swim(backward)
0x860 points to flying speed
0x864 flying speed (backwards)
0x874 jump momentum
0x898 width
0x89C height
0x8A0 climb offset
0x7EC map id? (i still didn't check if this was correct :S )
0x7D0 X coord
0x7D4 Y coord
0x7D8 Z coord
0x7DC rotation
0x808 starting X coord
0x80C starting Y coord
0x810 starting Z coord
0x814 starting orientation
0x9C player scale
0x2648 my GUID
0x26E8 targets GUID
0x2788 player state
0x2778 faction
0x3C78 hunter tracking
WOTLK 3.0.3 build 9183 stuff
0x0096C428 player VMT pointer
0x0093A788 unit VMT pointer
0x0093A788 dynamic object VMT pointer
0x0096CE08 item VMT pointer
0x0096E0E8 game object VMT pointer
0x0096CCF0 container VMT pointer
0x0096CC08 corpse VMT pointer
patches
0x712A2E collision M2(1) SPECIAL 2 bytes change to 0x1DEB
0x7128BE collision M2(2) REGULAR 2 bytes change to 0xB4E9
0x71BA6A collision WMO 2 bytes change to 0x9090
0x8D6598 infinite jump patch 2 bytes change to 0x0075
statics
float 0x10A58A8 mouse over target GUID
float 0x92E52C game speed
float 0x100B5A0 fall speed
float 0x9717C8 Mountain Climb angle
float 0x96C9D4 gravity
float 0x9A8270 jump momentum (water)
float 0x9A826C jump momentum (land)
WorldFrame pointer 127E014
P-base pointer = (((WorldFrame pointer) +30) +28)
WOTLK 3.0.2 build 9056 stuff
0x0096AC90 item VMT pointer
0x0096AB78 container VMT pointer
0x0096A2B0 player VMT pointer
0x0096AA90 corpse cVMT pointer
0x0096C6A0 unit VMT pointer
0x0096BF50 game object VMT pointer
0x0096A908 dynamic object VMT pointer
patches
0x00711E4E collision M2(1) SPECIAL 2 bytes change to 0x1DEB
0x00711CDE collision M2(2) REGULAR 2 bytes change to 0xB4E9
0x0071AF1A collision WMO 2 bytes change to 0x9090
0x008D53D8 infinite jump patch 2 bytes change to 0x0075
static addresses
Float 0x0092C530 game speed
Float 0x01009560 fall speed
Float 0x0093058C speed of time
Float 0x0096F640 Mountain Climb angle
Float 0x0096A85C gravity
Float 0x009A606C jump momentum (land)
Float 0x009A6070 jump momentum (water)
pointers
WorldFrame pointer 0127BFFC
camera pointer ((10A3D74) + 779C)
P-base pointer = (((WorldFrame pointer)+ 0x30)+ 0x28)
*image for clarity*
2.4.3 and below st00fz
camera pointer is a double pointer! first offset is 732c second offset points to what you want with the camera (because i'm lazy i am not going to expand on this, i will leave finding specific offsets to you) one offset i do know (thanks to kyonx) is 100 which is camera Z, if your interested in expanding on it, you might find
to be helpful.0x00C6ECCC camera pointer (2.4.3)
0x00DDEFF4 camera pointer (2.4.2)
0x00DD8BF4 camera pointer (2.4.1)
0x00DD1FB4 camera pointer (2.4.0)
0x00E29D28 2.4.3 player base
0x00E8AA38 2.4.2 player base
0x00E849E0 2.4.1 player base
0x00E7D9E0 2.4.0 player base
2.4.3 static addresses
0x008C8398 Mountain Climb angle default value 0.6427 (float)
0x00BC4AF8 fall speed, 60.1480026245117 default value (float) set to to -1 and you fall up
0x008F7AC8 jump height/velocity -7.955547 default value (float)
0x008C8458 gravity, 19.2911033630371 default value (double)
0x00890608 game speed, 0.00100000004749745 default value (double)
0x0089060B game speed 2, 1.02048421388683E253 default value (double) messing with this will freeze time
0x00890750 speed of time, 1000 default value (double) time moves faster, you appear slower
0x0088D5E8 rendering, 0.5 default value (double) fucks shit up. but fun to screw with, ( 0.2 and 2 D: )
2.4.3 patches
0x006A4B6E walk through GO's (highlight able). (0x968B1D74) default value 4 byte {HEX}. (0x968B1DEB) to walk through!
0x006A49FE walk through GO's (non-highlight). (0x00B3840F) default value 4 byte {HEX}. (0x0000B4E9) to walk through!
0x006AC9EA walk through buildings (0xC0320675) default value 4 byte {HEX}. (0xC0329090) to walk through!
0x007B98DE jump patch (0x46F64175) default value 4 byte {HEX} change to (0x46F60075) for infinite jumps!
2.4.2 static addresses
0x008A00C8 MC angle default value 0.6427 (float)
0x00949694 fall speed 60.148 default value (float)
0x008ADAE0 gravity 19.2911 default value (double)
0x00899900 game speed 0.0010 default value (double)
2.4.2 patches
0x0052312E walk through GO's(highlightable) (0x968B1D74) default value 4 byte {HEX}. (0x968B1DEB) to walk through!
0x00522FBE walk through GO's (non-highlight) (0x00B3840F) default value 4 byte {HEX}. (0x0000B4E9) to walk through!
0x0052A9DA walk through buildings (0xC0320675) default value 4 byte {HEX}. (0xC0329090) to walk through!
0x0076024E jump patch (0x46F64175) default value 4 byte {HEX} change to (0x46F60075) for infinite jumps!
2.4.1 static addresses
0x0089DE50 mc angle default value 0.6427 (float)
0x00946564 fall speed 60.148 default value (float)
0x008A9BB0 gravity 19.29 default value (double)
0x008976E0 game speed 0.0010 default value (double)
2.4.1 patches
0x00522CEE walk through GO's(highlightable) (0x968B1D74) default value 4 byte {HEX}. (0x968B1DEB) to walk through!
0x00522B7E walk through GO's (non-highlight) (0x00B3840F) default value 4 byte {HEX}. (0x0000B4E9) to walk through!
0x0052A56A walk through buildings (0xC0320675) default value 4 byte {HEX}. (0xC0329090) to walk through!
0x0075EDDE jump patch (0x46F64175) default value 4 byte {HEX} change to (0x46F60075) for infinite jumps!
2.4.0 static addresses
0x0089DE50 mc angle default value 0.6427 (float)
0x00946564 fall speed 60.148 default value (float)
0x008AB9D0 gravity 19.29 default value (double)
0x008976D8 game speed 0.0010 default value (double)
2.4.0 patches
0x00522D3E walk through GO's(highlightable) (0x968B1D74) default value 4 byte {HEX}. (0x968B1DEB) to walk through!
0x00522BCE walk through GO's (non-highlight) (0x00B3840F) default value 4 byte {HEX}. (0x0000B4E9) to walk through!
0x0052A5BA walk through buildings (0xC0320675) default value 4 byte {HEX}. (0xC0329090) to walk through!
0x0075F29E jump patch (0x46F64175) default value 4 byte {HEX} change to (0x46F60075) for infinite jumps!
Most movement related offsets *grey ones have a decent use*
C00 points to vertical orientation, no default value (float)
C20 points to movement state 0 default value (4 byte) {HEX}
C23 points to movement type 128 default value (4 bytes)
C28 points to starting X point, X coord default value (float)
C2C points to starting Y point, Y coord default value (float)
C30 points to height in water, no default value (float)
C34 points to starting orientation , no default value (float) *point at which you start*
C38 points to starting V orientation, no default value (float) *point at which you start*
C3C points to odd movement thing, no default value (double)
C40 points to forward movement angle, no default value (float)
C44 points to forward movement angle, no default value (float)
C48 points to turning movement angle, no default value (float)
C4C points to turning movement angle, no default value (float)
C50 points to turning movement angle, no default value (float)
C54 points to allowed to turn while moving, no default value (float) *test*
C5C points to fall time, 824 default value (4 byte) *effects how much fall damage you take*
C60 points to starting Z point, Z coord, default (float) *jump starting position*
C68 points to current speed, no default value (float) *effects all other speeds also while moving!*
C6C points to walk speed 2.5 default value (float)
C70 points to run(forward) 7 default value (float)
C74 points to run(backward) 4.5 default value (float)
C78 points to swim(forward) 4.72222185134888 default value (Float)
C7C points to swim(backward) 2.5 default value (float)
C80 points to flying speed 7 default value (float) *changes forward and backward*
C84 points to flying speed(backward) 4.5 default value (float)
C88 points to turning speed, 3.14 default value (float)
C8C points to jump height, -7.955547 default value *after jump* (float)
CB0 points to player... thing, 1 default value (float) *set to 200 to climb most things similar to wall climb* (still tryin ta figure this 1 out)
player size
CA8 points to width (as in how fat), 0.2777 default value (float) *set it to 0 to noclip through ANYTHING (includes floor XD)*
CAC points to height (as in how tall), 2.25 default value (float)
9C points to player scale, 1 default value (float)
location
BEC points to map ID, no default value (4 byte) *not entirely sure*
BF0 points to X coord, no default value (float)
BF4 points to Y coord, no default value (float)
BF8 points to Z coord, no default value (float)
BFC points to orientation, no default value (float)
MISC
3AC8 points to hunter tracking, 0 default value (byte)
28E4 points to emote state, 0 default value (4 byte)
26CC points to player faction, no default value (4 byte)
F40 points to casting spell, 0 default value (4 byte)
2640 points to my GUID, no default value (4/8 byte) {HEX}
2680 points to target GUID, no default value (4/8 byte) {HEX}
26D0 points to player race, no default value (byte)
26D1 points to player class, no default value (byte)
26D2 points to player sex, no default value (byte)
26D3 points to power type, no default value (byte)
26F8 points to playerState, 8 default value (4 byte) {HEX}
0x00DA563C address
80 points to can mount, no default value (byte)
2.4.3 VMT pointers
although these address aren't constant through patches they will always be at the start of the specific structure in memory (ie, if you searched for the player constant in CE or some other debugger, all the addresses that appear will be players around you *or you*)
0x008C32B8 PLAYER VMT pointer
0x008C5580 UNIT VMT pointer
0x008C3A70 CONTAINER VMT pointer
0x008C3B60 ITEM VMT pointer
0x008CFF90 M2 VMT pointer
0x008C4AF0 GAME_OBJECT VMT pointer
0x008C3860 DYNAMIC_OBJECT VMT pointer
0x008C39B8 CORPSE VMT pointer
to use these simply open up CE, click the add address manually button, select pointer and use the base address (which i posted at the top) as the address and these number/letter combo's (such as C6C for walk speed) to get the actual value.
here are also some notes i took on it.
*notes*
movement state
movement state can be used to unroot you, if you ever find yourself rooted. just set it to 00000000 (8 0's) and you will be unrooted, this counts for logging out root/gm root/griffen riding root (unrooting yourself while on a griffen has some weird effects,)
0x1 = Moving Forward
0x2 = Moving Backward
0x4 = Strafing Left
0x8 = Strafing Right
0x10 = Turning Left
0x20 = Turning Right
0x100 = Walking
0x400 = floaty thing
0x1000 = falling
0x4000 = Fall Forwards
0x8000 = Fall Backwards
0x2000 = Freefall/Jumping
0x10000 = Strafing while jumping
0x200000 = Swimming
0x10000000 = Spirit Form
0x80000000 = Unknown
*note: 0x400 in particular interests me, it lets you levitate at the same height, you can go up but never down, it basically lets you walk on air at the same height you are at, (example, im on a cliff. i walk off cliff, instead of falling, i still walk at the same height as before)*
movement type
1 = flyhack (can land)
2 = flyhack (can't land *swim-like*)
16 = whisp * walk on water*
64 = floating (levitate)
80 = (floaty dead?)
128 = normal
129 = (flyhack actual gm-like value)
130 = (flyhack *theres alot of different ones heres another, swim-like*)
144 = (dead) *walk on water*
160 = slow fall
notes: playerState *note* this is the real player state.
0x000008 not in combat *can be used to fake not in combat
0x00000C logging out *can be used to wall-climb
0x001008 pvp toggled * can be used to either force others to be pvp toggled >:3
0x080008 in combat
0x10000C on a taxi
0x400008 blinded
0x0C0008 stunned
hunter tracking
0 = Nothing
1 = Beasts
2 = Dragonkin
4 = Demons
8 = Elementals
16 = Giants
32 = Undead
64 = Humanoids
132 = Misc
255 = Everything
Code:
[color="#FF0000"][b]emote state[/b][/color] 0 = None 1 = Talk 2 = Bow 3 = Wave 4 = Cheer 5 = Exclamation 6 = Question 7 = Eat 10 = Emote State Dance 11 = Laugh 12 = Emote State Sleep 13 = Emote State Sit 14 = Rude 15 = Roar 16 = Kneel 17 = Kiss 18 = Cry 19 = Chicken 20 = Beg 21 = Applouad 22 = Shout 23 = Flex 24 = Shy 25 = Point 26 = stand 27 = ready unarmed 28 = work 29 = point 30 = none 33 = Wound 34 = wound critical 35 = attack unarmed 36 = attack 1h 37 = attack 2h tight 38 = attack 2h loose 39 = parry unarmed 43 = parry shield 44 = ready unarmed 45 = ready 1h 48 = ready bow 50 = spell precast 51 = spell cast 53 = battle roar 54 = special attack 1h 60 = Kick 61 = attack thrown 64 = Stun 65 = Dead 66 = Salute 68 = Kneel 69 = use standing 70 = wave no sheath 71 = cheer no sheath 92 = eat no sheath 93 = stun no sheath 94 = Dance 113 = salute no sheath 133 = use standing no sheath 153 = laugh no sheath 173 = work no sheath 193 = spell precast 213 = ready rifle 214 = ready rifle 233 = work no sheath mining 234 = work no sheath choping 253 = lightOff (old) 254 =LiftOff 273 = Yes 274 = No 275 = Train 293 = Land 313 = at ease 333 = ready 1h 353 = spell kneel start 373 = submerged 374 = sumberge 375 = ready 2h 376 = ready bow 377 = MountSpecial 378 = Talk 379 = Fishing 380 = Fishing 381 = Loot 382 = whirlwind 383 = drowned 384 = hold bow 385 = hold rifle 386 = hold thrown 387 = drown 388 = stomp 389 = attack off 390 = attack off pierce 391 = roar 392 = laugh 393 = creature special 394 = JumpLandRun 395 = JumpLand 396 = talk no sheath 397 = point no sheath 398 = cannibalize 399 = Jumpstart 400 = DanceSpecial (Human Only) 401 = DanceSpecial (Human Only) 402 = custom spell 1 403 = custom spell 2 404 = custom spell 3 405 = custom spell 4 406 = custom spell 5 407 = custom spell 6 408 = custom spell 7 409 = custom spell 8 410 = custom spell 9 411 = custom spell 10 412 = Execlaim 415 = Sit Chair
also, the lower the value of the mountain climb angle the steeper the angle you can climb.
Credits to Arigity






