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  1. #1
    Apoc's Avatar Angry Penguin
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    [WoW] Constant Data (Enums, Structs, Etc)

    There's quite a bit of people constantly PM'ing me, and asking here, for enums for certain types of things. Be it the object type enums, power type enums, or random other things. I'm tired of seeing all the questions; so I'm starting this thread.

    This is meant for CONSTANT things only. The player structure does NOT belong here. If it changes often, it should not be in this thread. Period.

    Code:
        public enum ShapeshiftForm
        {
            Normal = 0,
            Cat = 1,
            TreeOfLife = 2,
            Travel = 3,
            Aqua = 4,
            Bear = 5,
            Ambient = 6,
            Ghoul = 7,
            DireBear = 8,
            CreatureBear = 14,
            CreatureCat = 15,
            GhostWolf = 16,
            BattleStance = 17,
            DefensiveStance = 18,
            BerserkerStance = 19,
            EpicFlightForm = 27,
            Shadow = 28,
            Stealth = 30,
            Moonkin = 31,
            SpiritOfRedemption = 32
        }
    
        public enum StandState : byte
        {
            Stand = 0,
            Sit = 1,
            SittingInChair = 2,
            Sleeping = 3,
            SittingInLowChair = 4,
            SittingInMediumChair = 5,
            SittingInHighChair = 6,
            Dead = 7,
            Kneeling = 8,
            Type9 = 9,
        }
    
        [Flags]
        public enum PvPState
        {
            None = 0,
            PVP = 0x1,
            FFAPVP = 0x4,
            InPvPSanctuary = 0x8,
        }
    
        public enum WoWItemType
        {
            Consumable,
            Container,
            Weapon,
            Gem,
            Armor,
            Reagent,
            Projectile,
            TradeGoods,
            Generic,
            Recipe,
            Money,
            Quiver,
            QUest,
            Key,
            Permanent,
            Misc
        }
    
        public enum WoWPowerType
        {
            Mana,
            Rage,
            Focus,
            Energy,
            Happiness,
            RunicPower,
            Runes,
            Health,
            UNKNOWN
        }
    
        [Flags]
        public enum WoWObjectTypeFlag
        {
            Object = 0x1,
            Item = 0x2,
            Container = 0x4,
            Unit = 0x8,
            Player = 0x10,
            GameObject = 0x20,
            DynamicObject = 0x40,
            Corpse = 0x80,
            AiGroup = 0x100,
            AreaTrigger = 0x200,
        }
    
        public enum WoWObjectType : uint
        {
            Object = 0,
            Item = 1,
            Container = 2,
            Unit = 3,
            Player = 4,
            GameObject = 5,
            DynamicObject = 6,
            Corpse = 7,
            AiGroup = 8,
            AreaTrigger = 9
        }
    
        public enum WoWGameObjectType : uint
        {
            Door = 0,
            Button = 1,
            QuestGiver = 2,
            Chest = 3,
            Binder = 4,
            Generic = 5,
            Trap = 6,
            Chair = 7,
            SpellFocus = 8,
            Text = 9,
            Goober = 0xa,
            Transport = 0xb,
            AreaDamage = 0xc,
            Camera = 0xd,
            WorldObj = 0xe,
            MapObjTransport = 0xf,
            DuelArbiter = 0x10,
            FishingNode = 0x11,
            Ritual = 0x12,
            Mailbox = 0x13,
            AuctionHouse = 0x14,
            SpellCaster = 0x16,
            MeetingStone = 0x17,
            Unkown18 = 0x18,
            FishingPool = 0x19,
            FORCEDWORD = 0xFFFFFFFF,
        }
    
        public enum WoWEquipSlot
        {
            Head = 0,
            Neck,
            Shoulders,
            Body,
            Chest,
            Waist,
            Legs,
            Feet,
            Wrists,
            Hands,
            Finger1,
            Finger2,
            Trinket1,
            Trinket2,
            Back,
            MainHand,
            OffHand,
            Ranged,
            Tabard
        }
    
        public enum WoWClass : uint
        {
            None = 0,
            Warrior = 1,
            Paladin = 2,
            Hunter = 3,
            Rogue = 4,
            Priest = 5,
            DeathKnight = 6,
            Shaman = 7,
            Mage = 8,
            Warlock = 9,
            Druid = 11,
        }
    
        public enum WoWClassification
        {
            Normal = 0,
            Elite = 1,
            RareElite = 2,
            WorldBoss = 3,
            Rare = 4
        }
    
        public enum WoWRace
        {
            Human = 1,
            Orc,
            Dwarf,
            NightElf,
            Undead,
            Tauren,
            Gnome,
            Troll,
            Goblin,
            BloodElf,
            Draenei,
            FelOrc,
            Naga,
            Broken,
            Skeleton = 15,
        }
    
        public enum WoWCreatureType
        {
            Unknown = 0,
            Beast,
            Dragon,
            Demon,
            Elemental,
            Giant,
            Undead,
            Humanoid,
            Critter,
            Mechanical,
            NotSpecified,
            Totem,
            NonCombatPet,
            GasCloud
        }
    
        public enum WoWGender
        {
            Male,
            Female,
            Unknown
        }
    
        public enum WoWUnitRelation : uint
        {
            Hated = 0,
            Hostile = 1,
            Unfriendly = 2,
            Neutral = 3,
            Friendly = 4,
        }
    
        public enum WoWDispelType : uint
        {
            None = 0,
            Magic = 1,
            Curse = 2,
            Disease = 3,
            Poison = 4,
            Stealth = 5,
            Invisibility = 6,
            All = 7,
            //Special_NpcOnly=8,
            Enrage = 9,
            //ZgTrinkets=10
        }
    
        public enum WoWQuestType : uint
        {
            Group = 1,
            Life = 21,
            PvP = 41,
            Raid = 62,
            Dungeon = 81,
            WorldEvent = 82,
            Legendary = 83,
            Escort = 84,
            Heroic = 85,
            Raid_10 = 88,
            Raid_25 = 89,
        }
    
        public enum SheathType : sbyte
        {
            Undetermined = -1,
            None = 0,
            Melee = 1,
            Ranged = 2,
    
            Shield = 4,
            Rod = 5,
            Light = 7
        }
    
        /// <summary>
        /// The direction of movement in WoW as per the CGInputControl_ToggleControlBit function.
        /// These are actually the flags that are set/unset!
        /// </summary>
        [Flags]
        public enum MovementDirection : uint
        {
            None = 0,
            RMouse = (1 << 0), // 0x1,
            LMouse = (1 << 1), // 0x2,
            // 2 and 3 not used apparently. Possibly for flag masking?
            Forward = (1 << 4), // 0x10,
            Backward = (1 << 5), // 0x20,
            StrafeLeft = (1 << 6), // 0x40,
            StrafeRight = (1 << 7), // 0x80,
            TurnLeft = (1 << 8), // 0x100,
            TurnRight = (1 << 9), // 0x200,
            PitchUp = (1 << 10), // 0x400, For flying/swimming
            PitchDown = (1 << 11), // 0x800, For flying/swimming
            AutoRun = (1 << 12), // 0x1000,
            JumpAscend = (1 << 13), // 0x2000, For flying/swimming
            Descend = (1 << 14), // 0x4000, For flying/swimming
    
            ClickToMove = (1 << 22), // 0x400000, Note: Only turns the CTM flag on or off. Has no effect on movement!
    
            // 25 used somewhere. Can't figure out what for. Checked in Lua_IsMouseTurning. Possible camera turn?
            // Or mouse input flag? (Flag used: 0x2000001)
        }
    
        [Flags]
        internal enum MovementFlags
        {
            Forward = 0x1,
            Backward = 0x2,
            StrafeLeft = 0x4,
            StrafeRight = 0x8,
    
            StrafeMask=StrafeLeft|StrafeRight,
    
            Left = 0x10,
            Right = 0x20,
    
            TurnMask=Left|Right,
    
            MoveMask=Forward|Backward|StrafeMask|TurnMask,
    
            PitchUp = 0x40,
            PitchDown = 0x80,
            Walk = 0x100,
            TimeValid = 0x200,
            Immobilized = 0x400,
            DontCollide = 0x800,
            // JUMPING
            Redirected = 0x1000,
            Rooted = 0x2000,
            Falling = 0x4000,
            FallenFar = 0x8000,
            PendingStop = 0x10000,
            Pendingunstrafe = 0x20000,
            Pendingfall = 0x40000,
            Pendingforward = 0x80000,
            PendingBackward = 0x100000,
            PendingStrafeLeft = 0x200000,
            PendingStrafeRght = 0x400000,
            PendMoveMask = 0x180000,
            PendStrafeMask = 0x600000,
            PendingMask = 0x7f0000,
            Moved = 0x800000,
            Sliding = 0x1000000,
            Swimming = 0x2000000,
            SplineMover = 0x4000000,
            SpeedDirty = 0x8000000,
            Halted = 0x10000000,
            Nudge = 0x20000000,
    
            FallMask = 0x100c000,
            Local = 0x500f400,
            PitchMask = 0xc0,
            MotionMask = 0xff,
            StoppedMask = 0x3100f,
        }
    
            [Flags]
            private enum StateFlag
            {
                None = 0,
                AlwaysStand = 0x1,
                Sneaking = 0x2,
                UnTrackable = 0x4,
            }
    
    
            [Flags]
            private enum UnitDynamicFlags
            {
                None = 0,
                Lootable = 0x1,
                TrackUnit = 0x2,
                TaggedByOther = 0x4,
                TaggedByMe = 0x8,
                SpecialInfo = 0x10,
                Dead = 0x20,
                ReferAFriendLinked = 0x40,
                IsTappedByAllThreatList = 0x80,
            }
    
            [Flags]
            private enum UnitFlags : uint
            {
                None = 0,
                Sitting = 0x1,
                //SelectableNotAttackable_1 = 0x2,
                Influenced = 0x4, // Stops movement packets
                PlayerControlled = 0x8, // 2.4.2
                Totem = 0x10,
                Preparation = 0x20, // 3.0.3
                PlusMob = 0x40, // 3.0.2
                //SelectableNotAttackable_2 = 0x80,
                NotAttackable = 0x100,
                //Flag_0x200 = 0x200,
                Looting = 0x400,
                PetInCombat = 0x800, // 3.0.2
                PvPFlagged = 0x1000,
                Silenced = 0x2000, //3.0.3
                //Flag_14_0x4000 = 0x4000,
                //Flag_15_0x8000 = 0x8000,
                //SelectableNotAttackable_3 = 0x10000,
                Pacified = 0x20000, //3.0.3
                Stunned = 0x40000,
                CanPerformAction_Mask1 = 0x60000,
                Combat = 0x80000, // 3.1.1
                TaxiFlight = 0x100000, // 3.1.1
                Disarmed = 0x200000, // 3.1.1
                Confused = 0x400000, //  3.0.3
                Fleeing = 0x800000,
                Possessed = 0x1000000, // 3.1.1
                NotSelectable = 0x2000000,
                Skinnable = 0x4000000,
                Mounted = 0x8000000,
                //Flag_28_0x10000000 = 0x10000000,
                Dazed = 0x20000000,
                Sheathe = 0x40000000,
                //Flag_31_0x80000000 = 0x80000000,
            }
    
            [Flags]
            private enum UnitFlags2
            {
                FeignDeath = 0x1,
                NoModel = 0x2,
                Flag_0x4 = 0x4,
                Flag_0x8 = 0x8,
                Flag_0x10 = 0x10,
                Flag_0x20 = 0x20,
                ForceAutoRunForward = 0x40,
    
                /// <summary>
                /// Treat as disarmed?
                /// Treat main and off hand weapons as not being equipped?
                /// </summary>
                Flag_0x80 = 0x80,
    
                /// <summary>
                /// Skip checks on ranged weapon?
                /// Treat it as not being equipped?
                /// </summary>
                Flag_0x400 = 0x400,
    
                Flag_0x800 = 0x800,
                Flag_0x1000 = 0x1000,
            }
    
            private enum UnitNPCFlags
            {
                UNIT_NPC_FLAG_NONE = 0x00000000,
                UNIT_NPC_FLAG_GOSSIP = 0x00000001, // 100%
                UNIT_NPC_FLAG_QUESTGIVER = 0x00000002, // guessed, probably ok
                UNIT_NPC_FLAG_UNK1 = 0x00000004,
                UNIT_NPC_FLAG_UNK2 = 0x00000008,
                UNIT_NPC_FLAG_TRAINER = 0x00000010, // 100%
                UNIT_NPC_FLAG_TRAINER_CLASS = 0x00000020, // 100%
                UNIT_NPC_FLAG_TRAINER_PROFESSION = 0x00000040, // 100%
                UNIT_NPC_FLAG_VENDOR = 0x00000080, // 100%
                UNIT_NPC_FLAG_VENDOR_AMMO = 0x00000100, // 100%, general goods vendor
                UNIT_NPC_FLAG_VENDOR_FOOD = 0x00000200, // 100%
                UNIT_NPC_FLAG_VENDOR_POISON = 0x00000400, // guessed
                UNIT_NPC_FLAG_VENDOR_REAGENT = 0x00000800, // 100%
                UNIT_NPC_FLAG_REPAIR = 0x00001000, // 100%
                UNIT_NPC_FLAG_FLIGHTMASTER = 0x00002000, // 100%
                UNIT_NPC_FLAG_SPIRITHEALER = 0x00004000, // guessed
                UNIT_NPC_FLAG_SPIRITGUIDE = 0x00008000, // guessed
                UNIT_NPC_FLAG_INNKEEPER = 0x00010000, // 100%
                UNIT_NPC_FLAG_BANKER = 0x00020000, // 100%
                UNIT_NPC_FLAG_PETITIONER = 0x00040000, // 100% 0xC0000 = guild petitions, 0x40000 = arena team petitions
                UNIT_NPC_FLAG_TABARDDESIGNER = 0x00080000, // 100%
                UNIT_NPC_FLAG_BATTLEMASTER = 0x00100000, // 100%
                UNIT_NPC_FLAG_AUCTIONEER = 0x00200000, // 100%
                UNIT_NPC_FLAG_STABLEMASTER = 0x00400000, // 100%
                UNIT_NPC_FLAG_GUILD_BANKER = 0x00800000, // cause client to send 997 opcode
                UNIT_NPC_FLAG_SPELLCLICK = 0x01000000, // cause client to send 1015 opcode (spell click)
                UNIT_NPC_FLAG_GUARD = 0x10000000, // custom flag for guards
            }
    
            [Flags]
            public enum GameObjectFlags // :ushort
            {
                /// <summary>
                /// 0x1
                /// Disables interaction while animated
                /// </summary>
                InUse = 0x01,
                /// <summary>
                /// 0x2
                /// Requires a key, spell, event, etc to be opened. 
                /// Makes "Locked" appear in tooltip
                /// </summary>
                Locked = 0x02,
                /// <summary>
                /// 0x4
                /// Objects that require a condition to be met before they are usable
                /// </summary>
                ConditionalInteraction = 0x04,
                /// <summary>
                /// 0x8
                /// any kind of transport? Object can transport (elevator, boat, car)
                /// </summary>
                Transport = 0x08,
                GOFlag_0x10 = 0x10,
                /// <summary>
                /// 0x20
                /// These objects never de-spawn, but typically just change state in response to an event
                /// Ex: doors
                /// </summary>
                DoesNotDespawn = 0x20,
                /// <summary>
                /// 0x40
                /// Typically, summoned objects. Triggered by spell or other events
                /// </summary>
                Triggered = 0x40,
    
                GOFlag_0x80 = 0x80,
                GOFlag_0x100 = 0x100,
                GOFlag_0x200 = 0x200,
                GOFlag_0x400 = 0x400,
                GOFlag_0x800 = 0x800,
                GOFlag_0x1000 = 0x1000,
                GOFlag_0x2000 = 0x2000,
                GOFlag_0x4000 = 0x4000,
                GOFlag_0x8000 = 0x8000,
    
                Flag_0x10000 = 0x10000,
                Flag_0x20000 = 0x20000,
                Flag_0x40000 = 0x40000,
            }
    
            private enum CorpseFlags
            {
                CORPSE_FLAG_NONE = 0x00,
                CORPSE_FLAG_BONES = 0x01,
                CORPSE_FLAG_UNK1 = 0x02,
                CORPSE_FLAG_UNK2 = 0x04,
                CORPSE_FLAG_HIDE_HELM = 0x08,
                CORPSE_FLAG_HIDE_CLOAK = 0x10,
                CORPSE_FLAG_LOOTABLE = 0x20
            }
    Credits; ISXWoW, kynox, Cypher, WCell, Mangos, Trinity, etc.

    Please keep this thread to constant data only!

    [WoW] Constant Data (Enums, Structs, Etc)
  2. #2
    xLeo123's Avatar Member
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    Yes.... Yes!!!! D a t a!!

  3. #3
    Cypher's Avatar Kynox's Sister's Pimp
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    Your GOT list is very out of date:

    enum eGameObjType
    {
    GOT_Door=0,
    GOT_Button=1,
    GOT_QuestGiver=2,
    GOT_Chest=3,
    GOT_Binder=4,
    GOT_Generic=5,
    GOT_Trap=6,
    GOT_Chair=7,
    GOT_SpellFocus=8,
    GOT_Text=9,
    GOT_Goober=0xa,
    GOT_Transport=0xb,
    GOT_AreaDamage=0xc,
    GOT_Camera=0xd,
    GOT_WorldObj=0xe,
    GOT_MapObjTransport=0xf,
    GOT_DuelArbiter=0x10,
    GOT_FishingNode=0x11,
    GOT_Ritual=0x12,
    GOT_Mailbox=0x13,
    GOT_AuctionHouse=0x14,
    GOT_SpellCaster=0x16,
    GOT_MeetingStone=0x17,
    /* new */
    GOT_FlagStand=0x18,
    GOT_FishingHole=0x19,
    GOT_FlagDrop=0x1A,
    GOT_MiniGame=0x1B,
    // Note by Cypher: Added in 3.0.x
    GOT_LotteryKiosk = 28,
    GOT_CapturePoint = 29,
    GOT_AuraGenerator = 30,
    GOT_DungeonDifficulty = 31,
    GOT_BarberChair = 32,
    GOT_DestructibleBuilding = 33,
    GOT_GuildBank = 34,

    GOT_FORCEDWORD=0xFFFFFFFF,
    };

    Mine probably is too, it was last updated around the time of the WOTLK beta, but it's still more up to date than the one you have.

    Your equipslot list is incomplete:

    enum eEquipSlots
    {
    EQUIP_Head=1,
    EQUIP_Neck=2,
    EQUIP_Shoulders=3,
    EQUIP_Shirt=4,
    EQUIP_Chest=5,
    EQUIP_Waist=6,
    EQUIP_Legs=7,
    EQUIP_Feet=8,
    EQUIP_Wrists=9,
    EQUIP_Hands=10,
    EQUIP_Finger1=11,
    EQUIP_Finger2=12,
    EQUIP_Trinket1=13,
    EQUIP_Trinket2=14,
    EQUIP_Back=15,
    EQUIP_MainHand=16,
    EQUIP_OffHand=17,
    EQUIP_Ranged=18,
    EQUIP_Tabard=19,
    EQUIP_Bag1=20,
    EQUIP_Bag2=21,
    EQUIP_Bag3=22,
    EQUIP_Bag4=23,
    EQUIP_NonEquipSlot=24,
    };

  4. #4
    akh's Avatar Member
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    Spell mechanics:

    Code:
    enum eMechanic
    {
    	MECH_NONE		= 0,
    	MECH_CHARMED		= 1,
    	MECH_DISORIENTED	= 2,
    	MECH_DISARMED		= 3,
    	MECH_DISTRACTED		= 4,
    	MECH_FLEEING		= 5,
    	MECH_GRIP		= 6,
    	MECH_ROOTED		= 7,
    	MECH_SILENCED		= 9,
    	MECH_ASLEEP		= 10,
    	MECH_ENSNARED		= 11,
    	MECH_STUNED		= 12,
    	MECH_FROZEN		= 13,
    	MECH_INCAPACITATED	= 14,
    	MECH_BLEED		= 15,
    	MECH_HEALING		= 16,
    	MECH_POLYMORHPED	= 17,
    	MECH_BANISHED		= 18,
    	MECH_SHIELDED		= 19,
    	MECH_SHACKLED		= 20,
    	MECH_MOUNTED		= 21,
    	MECH_SEDUCED		= 22,
    	MECH_TURNED		= 23,
    	MECH_HORRIFIED		= 24,
    	MECH_INVULNERABLE	= 25,
    	MECH_INTERRUPTED	= 26,
    	MECH_DAZED		= 27,
    	MECH_DISCOVERY		= 28,
    	MECH_IMMUNE		= 29,
    	MECH_SAPPED		= 30,
    	MECH_ENRAGED		= 31,
    };

  5. #5
    vulcanaoc's Avatar Member
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    Code:
    public enum ClickToMoveType : int
    {
        GoTo = 0x4,
        InteractWithNpc = 0x5,
        Loot = 0x6,
        InteractWithObj = 0x7,
        Fight = 0xA,
        FightEx = 0xB,
        None = 0xD,
    }
    May not be perfect, but it is a start.

  6. #6
    Apoc's Avatar Angry Penguin
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    Code:
            public enum ClickToMoveType
            {
                LeftClick = 0x1,
                Face = 0x2,
                Stop_ThrowsException = 0x3, // Throws a Lua error whenever used. Caused by event state mismatch!
                Move = 0x4,
                NpcInteract = 0x5,
                Loot = 0x6,
                ObjInteract = 0x7,
                Skin = 0x9,
                AttackPosition = 0xA,
                AttackGuid = 0xB,
    
                ConstantFace = 0xC,
    
                // This is actually unknown. Usually referenced with Face though.
                FaceOther = 0x8,
    
                None = 0xD
            }

  7. #7
    Apoc's Avatar Angry Penguin
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    This is for buffs in the client:

    Code:
            [StructLayout(LayoutKind.Sequential)]
            private struct Aura
            {
                public ulong CreatorGuid;
                public int AuraId;
                public byte Flags;
                public byte Level;
                // Note: This can be a byte array, but the 2nd byte is always 00, so we might as well just do it this way.
                public ushort StackCount;
                public uint Duration;
                public uint EndTime;
            }
    Both buffs & debuffs use the same struct.

    Flags I've figured out so far (obviously more, just too lazy to figure them out :P)

    Code:
            private enum AuraFlags
            {
                Active = 0x80,
                Passive = 0x10, // Check if !Active
                Harmful = 0x20
            }

  8. #8
    MaiN's Avatar Elite User
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    Code:
    [Flags]
    [Flags]
    public enum CGWorldFrameHitFlags : uint
    {
        HitTestNothing = 0x0,
        /// <summary>
        /// Models' bounding, ie. where you can't walk on a model. (Trees, smaller structures etc.)
        /// </summary>
        HitTestBoundingModels = 0x1,
        /// <summary>
        /// Structures like big buildings, Orgrimmar etc.
        /// </summary>
        HitTestWMO = 0x10,
        /// <summary>
        /// Used in ClickTerrain.
        /// </summary>
        HitTestUnknown = 0x40,
        /// <summary>
        /// The terrain.
        /// </summary>
        HitTestGround = 0x100,
        /// <summary>
        /// Tested on water - should work on lava and other liquid as well.
        /// </summary>
        HitTestLiquid = 0x10000,
        /// <summary>
        /// This flag works for liquid as well, but it also works for something else that I don't know (this hit while the liquid flag didn't hit) - called constantly by WoW.
        /// </summary>
        HitTestUnknown2 = 0x20000,
        /// <summary>
        /// Hits on movable objects - tested on UC elevator doors.
        /// </summary>
        HitTestMovableObjects = 0x100000,
    
        HitTestLOS = HitTestWMO | HitTestBoundingModels | HitTestMovableObjects,
        HitTestGroundAndStructures = HitTestLOS | HitTestGround
    }
    Last edited by MaiN; 10-24-2009 at 07:04 AM.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  9. #9
    UnknOwned's Avatar Legendary
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    Code:
    ==============================
    Offset          |Description
    ----------------|-------------
    0x0             |Joshua
    0x1337          |Malu05
    NVM..


    Code:
    Render Flags:
    
    1 - Show M2's
    2 - Render Terrain
    3 - Terrain LOD
    4 - ?
    5 - ?
    6 - Don't Render WMO's not in LOS
    7 - ?
    8 - ?
    9 - Show WMO / Toon
    10 - ?
    11 - Foot prints
    12 - Indoor Light
    13 - Show Portals
    14 - ?
    15 - Object distance fade
    16 - Object distance fade ZFill pass 
    17 - ?
    18 -?
    19 - ?
    20 - ?
    21 - Render Ground Props (detail doodads)
    22 - Collision Test
    23 - ?
    24 - ?
    25 - Render Water
    26 - Particulates
    27 - Terrain low detail 
    28 - Specular
    29 - ?
    30 - WireFrame
    31 - WMO Normals
     32 - ?

  10. #10
    UnknOwned's Avatar Legendary
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    Maybe this post deserves a sticky stickyops:

  11. #11
    schlumpf's Avatar Retired Noggit Developer

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    Additionally / correcting to Mads' list:

    RendererFlags

    0010000000000000000000000000000b detaildoodads.cpp
    0000000000000000000000001000000b Terrain shadows
    0000000000000000000000000100000b Terrain culling / Don't Render WMO's not in LOS

    RendererFlags_2 (just the next DWORD)
    0001 unknown
    0010 Hardware PCF

  12. #12
    ostapus's Avatar Active Member
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    for CTM

    ClickToMoveType == 0x3 - FollowUnit (works even for non followable NPC). side effect, when you stop following - you'll get lua error from bliz interface (something - can't format string... i beleive it is trying to format message "you stop following <NAME>" but failing )

  13. #13
    Tanaris4's Avatar Contributor Authenticator enabled
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    Code:
    PlayerInfoField_TrackResources	= 0xF94,	// 3.2.2b (mac)
    
    enum ePlayer_TrackResources_Fields {
    	TrackObject_All			= -1,
    	TrackObject_None		= 0x0,
    	TrackObject_Herbs		= 0x2,
    	TrackObject_Minerals		= 0x4,
    	TrackObject_Treasure		= 0x20,
    	TrackObject_Treasure2		= 0x1000,
    	TrackObject_Fish		= 0x40000,
    };

  14. #14
    Robske's Avatar Contributor
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    public enum TrackCreature
    {
    Beasts = 0x01,
    Dragons = 0x02,
    Demons = 0x04,
    Elementals = 0x08,
    Giants = 0x10,
    Undead = 0x20,
    Humanoids = 0x40,
    Critters = 0x80,
    Machines = 0x100,
    Slimes = 0x200,
    All = -1,
    }
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  15. #15
    MaiN's Avatar Elite User
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    Code:
    [Flags]
    public enum WoWItemFlags : uint
    {
    	ItemFlagNone = 0x0,
    	ItemFlagSoulbound = 0x1,
    	ItemFlagConjured = 0x2,
    	ItemFlagLootable = 0x4,
    	ItemFlagWrapGift = 0x200,
    	ItemFlagCreateItem = 0x400,
    	ItemFlagQuest = 0x800,
    	ItemFlagRefundable = 0x1000,
    	ItemFlagSignable = 0x2000,
    	ItemFlagReadable = 0x4000,
    	ItemFlagEventReq = 0x10000,
    	ItemFlagProspectable = 0x40000,
    	ItemFlagUniqueEquip = 0x80000,
    	ItemFlagThrown = 0x400000,
    	ItemFlagShapeshiftOK = 0x800000,
    	ItemFlagAccountBound = 0x8000000,
    	ItemFlagMillable = 0x20000000
    }
    Ripped from ArcEmu.
    Last edited by MaiN; 10-16-2009 at 06:16 PM.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

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