private void PlayerOffsets(StructureOffset inGameData) { var player = new StructureOffset("Player", StrategyUtils.StringSearch(new StringValueComparer("Metadata/Characters/", StringCompareType.StartWith)).SubStructSearch(0x50, true) .SubStructSearch(8, false), maxStructSize: 0x60); #region PositionedComponent var worldX = new FloatValueCompare(compareValue: 2375, tolerance: 50); var worldY = new FloatValueCompare(compareValue: 3646.739f, tolerance: 50); var worldPos = new MultipleFloatValueReader(worldX, worldY); var worldPosReader = new ValueReaderStrategy(worldPos, alignment: 4); var entityPositionedComponent = new StructureOffset("Entity.PositionedComponent", new SubPointersSearchStrategy(worldPosReader.Adapter(), subStructSize: 0x200, checkVmt: true), maxStructSize: 0x300); player.Child.Add(entityPositionedComponent); inGameData.Child.Add(player); #endregion #region Entity.ComponentLookup //Positioned seems always the first component, so you can pointerscan inside Entity to Positioned string using Structure Spider Advanced var entityComponentLookupSearch = new PointersSearchStrategy(new EntityComponentLookupPointerCompare(new List <string> { "Life", "Player" })); var entityLookupDeph2 = entityComponentLookupSearch.SubStructSearch(0x100, false); var entityLookupDeph1 = entityLookupDeph2.SubStructSearch(0x100, true); var entityInternalStruct = new StructureOffset("Entity.ComponentLookup", entityLookupDeph1, 8); player.Child.Add(entityInternalStruct); entityInternalStruct.OnOffsetsFound += delegate { var finalOffsets = new List <int>(); finalOffsets.AddRange(entityLookupDeph1.FoundOffsets); finalOffsets.AddRange(entityLookupDeph2.FoundOffsets); finalOffsets.AddRange(entityComponentLookupSearch.FoundOffsets); entityInternalStruct.FoundOffsets = finalOffsets; entityInternalStruct.DebugInfo = $"({entityLookupDeph1.FoundOffsets.Format()}, " + $"{entityLookupDeph2.FoundOffsets.Format()}, " + $"{entityComponentLookupSearch.FoundOffsets.Format()})"; if (entityInternalStruct.SearchStatus == OffsetSearchStatus.FoundSingle) { Entity.ComponentLookupOffset1 = entityLookupDeph1.FoundOffsets[0]; Entity.ComponentLookupOffset2 = entityLookupDeph2.FoundOffsets[0]; Entity.ComponentLookupOffset3 = entityComponentLookupSearch.FoundOffsets[0]; } }; var listSearch = new PointerValueCompare(new DelegateReferenceValueCompare <long>(() => entityPositionedComponent.BaseAddress)); var listPointerSearch = new PointersSearchStrategy(listSearch).SubStructSearch(100, false); var entityComponentList = new StructureOffset("Entity.ComponentList", listPointerSearch, 0x30); //not 0x30, actually it is on 0x8 entityComponentList.ShouldProcess = () => entityPositionedComponent.OffsetIsFound; player.Child.Add(entityComponentList); entityComponentList.OnOffsetsFound += delegate { if (entityComponentList.SearchStatus == OffsetSearchStatus.FoundSingle) { Entity.ComponentListOffset = entityComponentList.FoundOffsets[0]; } }; #endregion #region Components Fix #region Life var lifeComponent = new StructureOffset("LifeComponent", null, maxStructSize: 0x300); _initialStates.Add(lifeComponent); player.OnOffsetsFound += delegate { lifeComponent.BaseAddress = Entity.GetComponentAddress(player.BaseAddress, "Life"); }; //var searchMaxHp = new ValueReaderStrategy(new MultipleIntValueReader( // new DefaultValueCompare<int>(97), // new DefaultValueCompare<int>(97)), 4); //lifeComponent.Child.Add(new DataOffset("MaxHp", searchMaxHp)); //this will work only when they goes strictly one after another //lifeComponent.Child.Add(new DataOffset("CurHp", new ReturnExistingOffsetStrategy(searchMaxHp, 0x4))); lifeComponent.Child.Add(new DataOffset("MaxHp", new MultipleOffsetsSelectorOffsetSearch(new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(97)), 4), 2, 0))); lifeComponent.Child.Add(new DataOffset("CurHp", new MultipleOffsetsSelectorOffsetSearch(new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(97)), 4), 2, 1))); //var searchMaxMana = new ValueReaderStrategy(new MultipleIntValueReader( // new DefaultValueCompare<int>(74), // new DefaultValueCompare<int>(66)), 4); //lifeComponent.Child.Add(new DataOffset("MaxMana", searchMaxMana)); //lifeComponent.Child.Add(new DataOffset("CurMana", new ReturnExistingOffsetStrategy(searchMaxMana, 0x4))); lifeComponent.Child.Add(new DataOffset("MaxMana", new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(74)), 4))); lifeComponent.Child.Add(new DataOffset("CurMana", new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(66)), 4))); //var searchReservedMana = new ValueReaderStrategy(new MultipleIntValueReader( // new DefaultValueCompare<int>(0), // new DefaultValueCompare<int>(10)), 4); //lifeComponent.Child.Add(new DataOffset("ReservedFlatMana", searchReservedMana)); //lifeComponent.Child.Add(new DataOffset("ReservedPercentMana", new ReturnExistingOffsetStrategy(searchReservedMana, 0x4))); lifeComponent.Child.Add(new DataOffset("ReservedFlatMana", new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(0)), 4))); lifeComponent.Child.Add(new DataOffset("ReservedPercentMana", new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(10)), 4))); //var searchEs = new ValueReaderStrategy(new MultipleIntValueReader( // new DefaultValueCompare<int>(34), // new DefaultValueCompare<int>(34)), 4); //lifeComponent.Child.Add(new DataOffset("MaxEs", searchEs)); //lifeComponent.Child.Add(new DataOffset("CurEs", new ReturnExistingOffsetStrategy(searchEs, 0x4))); lifeComponent.Child.Add(new DataOffset("MaxEs", new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(34)), 4))); lifeComponent.Child.Add(new DataOffset("CurEs", new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(34)), 4))); var buffStruct = StrategyUtils.StringInSubStruct("sand_stance", 0x20, false, false); //todo:set to 0x10 var buffStruct1 = buffStruct.SubStructSearch(0x20, false); var buffStruct2 = buffStruct1.SubStructSearch(0x20, false); var buffStruct3 = buffStruct2.SubStructSearch(0x20, false); lifeComponent.Child.Add(new StructureOffset("Buffs", buffStruct3, 0x20)); #endregion #region Positioned var positionedComponent = new StructureOffset("PositionedComponent", null, maxStructSize: 0x300); _initialStates.Add(positionedComponent); player.OnOffsetsFound += delegate { positionedComponent.BaseAddress = Entity.GetComponentAddress(player.BaseAddress, "Positioned"); }; positionedComponent.AddIntSearch("GridPosX", 218); positionedComponent.AddIntSearch("GridPosY", 335); positionedComponent.AddFloatSearch("WorldPosX", 2375, 50); positionedComponent.AddFloatSearch("WorldPosY", 3646.739f, 50); positionedComponent.AddFloatSearch("Rotation", 1.570f, 0.02f); positionedComponent.AddByteSearch("Reaction", 1); #endregion #region PlayerComponent var playerComponent = new StructureOffset("PlayerComponent", null, maxStructSize: 0x100); _initialStates.Add(playerComponent); player.OnOffsetsFound += delegate { playerComponent.BaseAddress = Entity.GetComponentAddress(player.BaseAddress, "Player"); }; playerComponent.AddIntSearch("Exp", 4219); playerComponent.AddIntSearch("Strength", 14); playerComponent.AddIntSearch("Dexterity", 29); playerComponent.AddIntSearch("Intelligence", 32); playerComponent.AddIntSearch("Level", 4); #endregion #endregion }
private void AddOffsetData() { _initialStates.Clear(); #if SEARCH_INGAMESTATE //TODO: Push to ckeckbox if (!SearchInGameState(out var debugRectValueAddress)) { MessageBox.Show("Can't find debug rectangle state in poe (searching InGameState automatically)"); return; } //Use debugRectValueAddress in CheatEngine and check who writes to that address and save the offset //https://dl.dropboxusercontent.com/s/2h2f9l8wyna10k1/cheatengine-x86_64_2019-06-26_18-44-38.png var inGameStateAddr = debugRectValueAddress - 0x568; #else var inGameStateAddr = 0xA8F9242A0; #endif var inGameState = new StructureOffset("InGameState", null, maxStructSize: 0x1000, baseAddress: inGameStateAddr); _initialStates.Add(inGameState); inGameState.AddStringSearch("State Name", "InGameState"); inGameState.AddIntSearch("Camera.Width", 2048); inGameState.AddIntSearch("Camera.Height", 1099); #region UiRoot //Check/search child array to have 2 child var uiChildAmount = new PointersSearchStrategy(new ArrayLengthDoublePointerCompare(new DefaultValueCompare <int>(compareValue: 2)), checkVmt: false); //...have a pointer to itself var uiSelfReferencingPointer = new PointersSearchStrategy(new SelfReferencingStructPointerValueCompare(), checkVmt: true); //...search for Width/Height of UiRoot var uiRootWidthValueCompare = new FloatValueCompare(compareValue: 2560, tolerance: 1); var uiRootHeightValueCompare = new FloatValueCompare(compareValue: 1600, tolerance: 1); var uiWidthHeightReading = new MultipleFloatValueReader(uiRootWidthValueCompare, uiRootHeightValueCompare); var uiWidthHeightSearch = new ValueReaderStrategy(uiWidthHeightReading, alignment: 4); //...create multi value offset search strategy with this strategies. //Strategies should goes in order to expected offset order. If no- change the settings of DefaultMultiValueOffsetsFilter var uiMultiValueSearch = new MultiValueStrategy(new DefaultMultiValueOffsetsFilter(), uiSelfReferencingPointer, uiChildAmount, uiWidthHeightSearch); var uiRoot = new StructureOffset("Ui Root", new SubPointersSearchStrategy(uiMultiValueSearch, subStructSize: 0x300, checkVmt: true), maxStructSize: 0x300); uiRoot.Child.Add(new DataOffset("ChildPtr", uiChildAmount)); inGameState.Child.Add(uiRoot); uiRoot.AddFloatSearch("UiElement.Width", 2560, 1); uiRoot.AddFloatSearch("UiElement.Height", 1600, 1); uiRoot.AddFloatSearch("UiElement.Scale", 0.686875f, 0.02f); #endregion #region IngameData var inGameData = IngameDataOffsets(inGameState); #region Player #region ServerData ServerDataOffsets(inGameState); #endregion PlayerOffsets(inGameData); #endregion //var names = Entity.ReadComponentsNames(0x0000007021B47130); #endregion Nodes.Clear(); foreach (var structureOffset in _initialStates) { Nodes.Add(structureOffset); } }
private void ServerDataOffsets(StructureOffset inGameState) { var serverDataAdapter = new PointersSearchStrategy(new StringValueReader(new DefaultValueCompare <string>(LEAGUE_NAME))).Adapter(); var serverData = new StructureOffset("ServerData", new SubPointersSearchStrategy(serverDataAdapter, subStructSize: 0x8000, checkVmt: true), maxStructSize: 0x8000); inGameState.Child.Add(serverData); serverData.AddStringSearch("League Name", "Standard", true); //GUildName var serverDataGuildName = new PointersSearchStrategy(new StringValueReader(new DefaultValueCompare <string>("Stridemann's GUild"))).Adapter(); var serverDataGuildSearch = new SubPointersSearchStrategy(serverDataGuildName, subStructSize: 0x8, checkVmt: false); serverData.Child.Add(new DataOffset("Guild Name", serverDataGuildSearch)); //serverData.AddIntSearch("Azurite Amount", 0); //serverData.AddUShortSearch("Sulphite Amount", 0); var inventId = new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(1)), 4); var inventId2 = new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(2)), 4); var inventRows = new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(5)), 4); var inventCols = new ValueReaderStrategy(new IntValueReader(new DefaultValueCompare <int>(12)), 4); var inventoriesMultiValueSearch = new MultiValueStrategy(new DefaultMultiValueOffsetsFilter(), inventId, new SubPointersSearchStrategy(inventRows.Adapter(), 0x100, false), new SubPointersSearchStrategy(inventCols.Adapter(), 0x100, false), inventId2 ); var inventoryHolderSearch = new SubPointersSearchStrategy(inventoriesMultiValueSearch, 0x100, false); var playerInventories = new StructureOffset("PlayerInventories (InventoryHolder)", inventoryHolderSearch, 0x10); serverData.Child.Add(playerInventories); playerInventories.AddIntSearch("InventoryHolder.InventType", 1); var serverInventoryColsRowsMultiValueSearch = new MultiValueStrategy(new DefaultMultiValueOffsetsFilter(), inventRows); var serverInventorySearch = new SubPointersSearchStrategy(serverInventoryColsRowsMultiValueSearch, 0x100, false); var serverInventory = new StructureOffset("InventoryHolder.ServerInventory", serverInventorySearch, 0x100); playerInventories.Child.Add(serverInventory); serverInventory.AddIntSearch("Rows", 5); serverInventory.AddIntSearch("Cols", 12); var reader = new MultipleIntValueReader( new DefaultValueCompare <int>(0), //posX new DefaultValueCompare <int>(0), //posY new DefaultValueCompare <int>(1), //sizeX new DefaultValueCompare <int>(1)) //sizeY ; var inventSlotItemSearch = new ValueReaderStrategy(reader, 4).SubStructSearch(0x38, false); var readItemsList = inventSlotItemSearch.SubStructSearch(0x38, false); var itemsList = new StructureOffset("ItemsList", readItemsList, 0x8); serverInventory.Child.Add(itemsList); var inventSlotItem = new StructureOffset("InventSlotItem", inventSlotItemSearch, 0x8); itemsList.Child.Add(inventSlotItem); }