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    Old 18th May 2011, 01:35 PM   #81
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    Quote:
    Originally Posted by Nomster View Post
    Code:
    typedef DWORD(__thiscall *tGetLocalPlayer)();
    tGetLocalPlayer GetLocalPlayer = (tGetLocalPlayer)0x504740;
    
    typedef DWORD(__thiscall *tGetRenderBase)();
    tGetRenderBase GetRenderBase = (tGetRenderBase)0x649C70;
    Enjoy.
    good xD, nice job but we can find it without this but good job +rep
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    Old 18th May 2011, 02:17 PM   #82
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    Well you know, it's another way of doing it. :P Just thought I should share it.
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    Old 18th May 2011, 02:25 PM   #83
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    Quote:
    Originally Posted by Nomster View Post
    Well you know, it's another way of doing it. :P Just thought I should share it.
    if teh address willl be always same after update( functions addy ) then is good, dont need again check it in olly
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    Old 18th May 2011, 03:32 PM   #84
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    Those functions should be cdecl, and the only problem with using them is that they're too small to pattern scan for.

    I seen them and documented them, but they're really fairly useless unless you update manually each patch.
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    Old 18th May 2011, 07:17 PM   #85
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    Quote:
    Originally Posted by kolbybrooks View Post
    Those functions should be cdecl, and the only problem with using them is that they're too small to pattern scan for.

    I seen them and documented them, but they're really fairly useless unless you update manually each patch.
    I seen them also ie : "g_view" , refrences to pointer, still give u +rep for reversing nomster , tho kolby is right its not a thiscall you will see the pointer moved into ecx for a thiscall as the first parameter

    well the only scenario i can see would be + 0x14 changed then it would be useful then

    Last edited by fatboy88; 18th May 2011 at 07:23 PM.
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    Old 18th May 2011, 10:43 PM   #86
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    Ahhh. Thanks for correcting and teaching me something new.
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    Old 19th May 2011, 03:00 AM   #87
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    couple of pad variation in the update


    Code:
    005148D3   8B49 48         MOV ECX,DWORD PTR DS:[ECX+48]
    005148D6   85C9             TEST ECX,ECX
    005148D8   74 47            JE SHORT worldoft.00514921
    005148DA   8D4424 0C        LEA EAX,DWORD PTR SS:[ESP+C]
    005148DE   50               PUSH EAX
    005148DF   E8 7CFCFFFF      CALL worldoft.00514560
    
    
    
    00514560   51               PUSH ECX
    00514561   8B49 40          MOV ECX,DWORD PTR DS:[ECX+40]
    00514564   8B4424 08        MOV EAX,DWORD PTR SS:[ESP+8]
    00514568   C70424 00000000  MOV DWORD PTR SS:[ESP],0
    0051456F   8908             MOV DWORD PTR DS:[EAX],ECX
    00514571   85C9             TEST ECX,ECX
    00514573   74 02            JE SHORT worldoft.00514577
    00514575   FF01             INC DWORD PTR DS:[ECX]
    00514577   59               POP ECX
    00514578   C2 0400          RETN 4


    Code:
    class rootModel
    {
    public:
    	char unknown0[64]; //0x0000
    	IHateThisGame* pHate ; //0x0040 
    		
    };
    
    
    
    class IHateThisGame
    {
    public:
    	char unknown0[12]; //0x0000
    	PlayerMatrix* pMat; //0x00C 
    		char unknown20[176]; //0x0014
    	__int8 DrawTracks; //c0
    	__int8 isB;
    	__int8 isC;
    	__int8 isAlive;
    	__int8 isD;	
    };
    
    
    class PlayerMatrix
    {
    public:
    	   char unknown0[12]; //0x0000
    	    D3DXMATRIX player;
    };
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    Old 19th May 2011, 02:33 PM   #88
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    Could be engine drawing, but not tested.

    Code:
    CPU Disasm
    Address   Hex dump          Command                                  Comments
    00B47D47  |.  68 99FF99FF   PUSH FF99FF99 ; color
    00B47D4C  |.  6A 05         PUSH 5 ; y
    00B47D4E  |.  68 A0000000   PUSH 0A0 ; x
    00B47D53  |.  68 08433501   PUSH OFFSET 01354308 ; text
    00B47D58  |.  6A 00         PUSH 0 ; font id
    00B47D5A  |.  E8 91C2FDFF   CALL 00B23FF0 ; call
    
    
    
    
    CPU Disasm
    Address   Hex dump          Command                                  Comments
    00B23FF0  /$  8B0D AC3F3501 MOV ECX,DWORD PTR DS:[1353FAC]
    00B23FF6  |.  85C9          TEST ECX,ECX
    00B23FF8  |.  74 1F         JE SHORT 00B24019
    00B23FFA  |.  8B4424 14     MOV EAX,DWORD PTR SS:[ARG.5]
    00B23FFE  |.  8B5424 10     MOV EDX,DWORD PTR SS:[ARG.4]
    00B24002  |.  50            PUSH EAX                                 ; /Arg5 => [ARG.5]
    00B24003  |.  8B4424 10     MOV EAX,DWORD PTR SS:[ARG.3]             ; |
    00B24007  |.  52            PUSH EDX                                 ; |Arg4 => [ARG.4]
    00B24008  |.  8B5424 10     MOV EDX,DWORD PTR SS:[ARG.2]             ; |
    00B2400C  |.  50            PUSH EAX                                 ; |Arg3 => [ARG.3]
    00B2400D  |.  8B4424 10     MOV EAX,DWORD PTR SS:[ARG.1]             ; |
    00B24011  |.  52            PUSH EDX                                 ; |Arg2 => [ARG.2]
    00B24012  |.  50            PUSH EAX                                 ; |Arg1 => [ARG.1]
    00B24013  |.  E8 78310200   CALL 00B47190                            ; \worldoftanks.00B47190
    00B24018  |.  C3            RETN
    00B24019  |>  68 F033D300   PUSH OFFSET 00D333F0                     ; /Arg1 = UNICODE "enginePtr&&"NULL poiner for ""drawText(fntID,text,xpos,ypos,color)"" ""
    00B2401E  |.  E8 2DFBFFFF   CALL 00B23B50                            ; \worldoftanks.00B23B50
    00B24023  |.  59            POP ECX
    00B24024  \.  C3            RETN
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    Old 19th May 2011, 02:42 PM   #89
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    hm its looks like drawing but nobody know going test it

    EDIT:

    Code:
    typedef void ( __thiscall *lpDrawText )( int iFontID, char* cText, int iX, int iY, unsigned long ulColor );
    lpDrawText DrawText;
    
    DrawString = ( lpDrawText )( 0x00B23FF0 );
    
    DrawText( 0, "Text by engine", 30, 30, D3DCOLOR_XRGB( 0, 255, 0 ) );
    
    didnt tested, just wrote it, i cant test it now, maybe it wrong idk
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    Last edited by TIGERHax; 19th May 2011 at 06:24 PM.
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    Old 19th May 2011, 07:30 PM   #90
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    Hahaha, that's funny; I tested both Text functions yesterday and had no luck.

    Prototypes I tested..
    Code:
    int ( __cdecl* _DrawText )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, char*, int, int, unsigned long ) )0xB23FF0;
    int ( __cdecl* _DrawTextU )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, wchar_t*, int, int, unsigned long ) )0xB23FF0;
    int ( __stdcall* _DrawTexta )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __stdcall* )( int, char*, int, int, unsigned long ) )0xB47190;
    int ( __stdcall* _DrawTextUa )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __stdcall* )( int, wchar_t*, int, int, unsigned long ) )0xB47190;
    It may just be that calling it from EndScene won't work.

    I had stuff to do so I didn't get to test it much, but I could test it more today.

    Last edited by kolbybrooks; 19th May 2011 at 07:39 PM.
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    Old 19th May 2011, 07:33 PM   #91
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    Quote:
    Originally Posted by kolbybrooks View Post
    Hahaha, that's funny; I tested both Text functions yesterday and had no luck.

    Prototypes I tested..
    Code:
    int ( __cdecl* _DrawText )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, char*, int, int, unsigned long ) )0xB23FF0;
    int ( __cdecl* _DrawTextU )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, wchar_t*, int, int, unsigned long ) )0xB23FF0;
    int ( __cdecl* _DrawTexta )( int fontId, char* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, char*, int, int, unsigned long ) )0xB47190;
    int ( __cdecl* _DrawTextUa )( int fontId, wchar_t* text, int xpos, int ypos, unsigned long color ) = ( int ( __cdecl* )( int, wchar_t*, int, int, unsigned long ) )0xB47190;
    It may just be that calling it from EndScene won't work, but then again call the a functions ( The function that's called from 0xB23FF0 ) and it crashes the game.

    I had stuff to do so I didn't get to test it much, but I could test it more today.
    maybe i called it in endscene = nothing 2x
    changed other crash

    and can you explain me why int and why cdecl?

    edit:

    as you said yeah crash for me too
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    Old 19th May 2011, 07:37 PM   #92
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    Quote:
    Originally Posted by TIGERHax View Post
    and can you explain me why int and why cdecl?
    Because IDA says they are ints. You could probably just use void though. I tried to call those as well without luck, detoured the first function but never triggered.
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    Old 19th May 2011, 07:38 PM   #93
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    Quote:
    Originally Posted by Hanoi22 View Post
    Because IDA says they are ints. You could probably just use void though. I tried to call those as well without luck, detoured the first function but never triggered.
    i using olly xD but i used voids and thiscall was nothing and at cdecl crash :S
    going try tomorow call it using asm :S
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    Old 19th May 2011, 07:50 PM   #94
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    I edited my post; I made a mistake because the second functions aren't __cdecl, They're __stdcall. But it makes no difference, no text is drawn ( At least it doesn't crash though ).
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    Old 19th May 2011, 11:13 PM   #95
    fatboy88
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    Quote:
    Originally Posted by TIGERHax View Post
    maybe i called it in endscene = nothing 2x
    changed other crash

    and can you explain me why int and why cdecl?

    edit:

    as you said yeah crash for me too
    i always look for the "add esp,i" tho the amount seems to be wrong or includes the sprintf? :/

    cdecl
    http://en.wikipedia.org/wiki/X86_cal...ventions#cdecl
    Code:
    00B4F1A2   E8 494EFDFF      CALL worldoft.00B23FF0
    00B4F1A7   83C4 24          ADD ESP,24

    Last edited by fatboy88; 20th May 2011 at 05:32 PM.
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    Old 20th May 2011, 05:18 AM   #96
    kolbybrooks
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    I checked out the function; It takes a wchar_t ( Which should have been obvious since I had seen the swprintf earlier ). Only problem I see is that the functions never get called, and may be part of the Scaleform GFx DrawText API.

    If it's part of the Scaleform API it could be an issue of where it's being drawn and/or draw states. But if anyone could figure it out, that'd be cool .


    I wanted decent looking fonts ( Eww D3DXFont ), but I'm not going to mess with loading my own scaleform work into the game. I think I'm going to end up writing my own Bitmap font renderer anyways.
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    Old 21st May 2011, 10:44 AM   #97
    vam5ire
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    vam5ire is infamous around these partsvam5ire is infamous around these partsvam5ire is infamous around these partsvam5ire is infamous around these partsvam5ire is infamous around these partsvam5ire is infamous around these partsvam5ire is infamous around these partsvam5ire is infamous around these parts
    Quote:
    Originally Posted by fatboy88 View Post
    Slowly reversing this found a link list type shit with a pointer to the object type buggy as shit

    local will be "Avatar" other players will be "Vehicle"


    Code:
    class Local
     {
     public:
     ****char unknown0[20]; //0x0000
     ****LocalCoord* first; //0x0014 *
     ********
     };
     
     class LocalCoord
     {
     public:
     ****char unknown0[16]; //0x0000
     ****D3DXVECTOR3 pos;
     ****char unknown28[24]; //0x001C
     ****Ent* pEnt; //0x0034 *
     ****char unknown56[140]; //0x0038
     ****LocalCoord* pNext; //0x00C4 *
     ** * * *LocalCoord* pNext; //0x00C8//this one is better i think atm
     };
     
     
     
     class Ent
     {
     public:
     ****Type* pType; //0x0000 *
     ********
     };
     
     class Type
     {
     public:
     ****char unknown0[8]; //0x0000
     ****char ObjType[16]; //0x0008 *
     ********
     };
    Good afternoon professionals! Who can give a ready ESP hack for this game? "I do not understand these codes and do not even know how to collect them. Give someone a link to the ESP hack working under version 6.4. For earlier thanks
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    Old 21st May 2011, 11:06 AM   #98
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    Good afternoon...
    nobody will give you hack, everything you need is here, and no public hack on this site sorry...
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    Old 23rd May 2011, 10:58 AM   #99
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    Quote:
    Originally Posted by TIGERHax View Post
    nobody will give you hack, everything you need is here, and no public hack on this site sorry...

    Maybe somebody can find a good wizard? And to help with the hacks. Or to tell what program code can be collected?
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    Old 23rd May 2011, 11:03 AM   #100
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    Quote:
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    Maybe somebody can find a good wizard? And to help with the hacks. Or to tell what program code can be collected?
    http://www.unknowncheats.me/forum/pr...d-directx.html
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