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Patman128

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Posts posted by Patman128

  1. PS And why so many gray positions in .map?)

    Especially at ladders, arch, passages. At 3.3.5 mmap look different?

    If you test it it should be fine. It just means the mmap is slightly below the ground geometry.

  2. What logs do you have that are recording it in map loc data? Every log I've seen has recorded the actual in-game data (i.e. the real XYZ). If you want to make custom spawns, just use the .gps command. Otherwise, you need a better sniffer.

  3. The DB creators use packet logs to find creature spawn data. It isn't stored in any WDB files, and Wowhead is neither accurate enough or reliable enough.

    As for the co-ordinates, there are functions in mangos that you can dig around and find for converting map coords (0-100) into real in-game coords. Map2GameCoords or something like that. Again, no Z coordinate = no height data, so you'd have to find that for a co-ordinate.

  4. I wonder, when a spell get casted ingame.

    What is telling the spell what Spelleffects it should use? The .dbc(client) part or also the server part?

    So for example

    When i cast fireball

    What says that it should use EffectSchoolDMG effect?? The client or the server self? If server , where does the function get called?

    The spell Fireball would have effect 2 for one of it's spell effects (Spell.DBC fields 71-73, there's up to 3 different effects per spell).

    The spell effect callbacks are registered in pEffect SpellEffects[TOTAL_SPELL_EFFECTS] as function pointers. These are stored in SpellEffects.cpp; that one at index 2 is registered as:

    &Spell::EffectSchoolDMG, // 2 SPELL_EFFECT_SCHOOL_DAMAGE

    When the server wants to do the effect of a spell, it simply calls the function located at SpellEffects[the index of the spell effect], in this case SpellEffects[2], which is Spell::EffectSchoolDMG.

    The exact code is in Spell::HandleEffects:

    if(eff < TOTAL_SPELL_EFFECTS)
    {
       (*this.*SpellEffects[eff])(i);
    }

  5. Neo2003 and others tx for your work-warden fine.

    Please tell me-how to translate the warden checks on the human tongue. How to explain banned players of what it was banned?

    Check your server log for "Kicking account [hacker's account ID] for failed" for the real reason (this should probably be logged as the ban reason in the db table)

    It won't tell you which program they use, just which memory address or file was modified or driver detected.

  6. The fault-based attack that we developed in this work exploits

    hardware faults injected at the server side of a public key authentication

    (see Figure 1.b). Specifically, we assume that an attacker can

    occasionally inject faults that affecting the result of a multiplication

    computed during the execution of the fixed-window exponentiation

    algorithm.

    ...

    To make this attack possible, faults with the characteristics described

    must be injected in the attacked microprocessor.

    So as soon as you break into one of Blizzard's data centres and figure out how to do this to their servers, the key is as good as yours!

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