Read The Game state menu

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  1. #16
    enigma32's Avatar Legendary
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    Originally Posted by KillerJohn View Post
    Thanks, I'll try this way! Basically the core of your solution is to detect a huge coordinate (or world ID) change, store it as "warping = true", and when the area changes too, set it to false. Am I right?
    Yep, that's right.

    Read The Game state
  2. #17
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by enigma32 View Post
    Yep, that's right.
    I like it, and will implement it tomorrow to improve the transition state detection.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  3. #18
    wineggdrop's Avatar Sergeant
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    Thx boredevil for the info,and I just tested it.It appears the game in disconnect state even in character selection screen.so this only works when you're in game,and it does make sense.

  4. #19
    wineggdrop's Avatar Sergeant
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    it's changed after the patch,damn

  5. #20
    wineggdrop's Avatar Sergeant
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    The offset seems here now
    *(DWORD*)0x1858470 + 0x28

  6. #21
    boredevil's Avatar Active Member Authenticator enabled
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    0x1858470 now that´s correct

  7. #22
    karnkore's Avatar Member
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    Can you provide a pattern for this please?

  8. #23
    bastiflew's Avatar Active Member
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    Hi,

    I have also a "GameState", but not accurate

    Code:
    [[ObjManager] + 0x8F0]
    
    enum GameState {
      Loading = 0,
      Menu = 5,
      InGame = 1
    }
    my "WaitForPlayer" Method look like this in pseudo code :

    Code:
    while (Player.GetAttrib(Loading) == 1 || Player.GetAttrib(Hidden) == 1) {
      RefreshPlayer()
    }
    
    while (!SNOLevelArea.Contains(GetLocation()) {
      sleep()
    }
    
    while (Player.GetAttrib(Loading) == 1 || Player.GetAttrib(Hidden) == 1) {
      RefreshPlayer()
    }
    Don't know if it's the best way, but it works everytime.
    Last edited by bastiflew; 05-25-2014 at 01:11 PM.

  9. #24
    CrEEzz's Avatar Active Member
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    Any idea where now CurrentGameFrame is located in ObjectsManager? I checked x828 but it remains 0...

  10. #25
    enigma32's Avatar Legendary
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    Originally Posted by CrEEzz View Post
    Any idea where now CurrentGameFrame is located in ObjectsManager? I checked x828 but it remains 0...
    this?
    GameTick = Storage+0xE8 => ObjectManager+0x880
    https://subversion.assembla.com/svn/.../D3/Storage.cs (bottom)

  11. #26
    CrEEzz's Avatar Active Member
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    That's it! Thanks Enigma!

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