Solved Found Function accessed by all entitiys, how to proceed ?

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FMax

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Dec 21, 2012
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I managed to find a function that is accessed by all entities every second or even more often.


If i use the "find out what adresses this instruction accesses" i get a list of all ingame objects/entitys that i already have a couple offsets for (ex: +7fc current life, +bc4 max life).

I am new to all this ASM stuff, so i dont know how to proceed from this point on and where to look for a specific list/pointer or someway to get this list with a C# or C++ script.

My goal is it to be able to load all currently active entitys from the game in a external programm.

The game i am working with is a ARPG.
 
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Rake

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These are my thoughts on quick glance:
it looks like ecx is the entity pointer and 0x64 and 0x60 are offsets into that structure

mov esi, [eax+ebx*4]
If eax is entity[0], and they are 4 bytes apart, and ebx is the entity number/iterator than this would be looping through the entity list maybe

 
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PwndDepot

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I'm actually doing something similar with the hack i'm writing now. I guess you could do mid function hooking to grab all the addresses that go through that register and put them into an array. That's what I'm going to try to do anyways.
 

Solaire

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Rake;39991 said:
These are my thoughts on quick glance:
it looks like ecx is the entity pointer and 0x64 and 0x60 are offsets into that structure

mov esi, [eax+ebx*4]
If eax is entity[0], and they are 4 bytes apart, and ebx is the entity number/iterator than this would be looping through the entity list maybe
I'm actually doing something similar with the hack i'm writing now. I guess you could do mid function hooking to grab all the addresses that go through that register and put them into an array. That's what I'm going to try to do anyways.
Something that would be a bit more efficient and easier would be to reverse and find out the pointer for EAX. Then you can just loop through the entity list using it. (Quoted Rake to bring up his post)
 
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