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  1. #31
    Nesox's Avatar ★ Elder ★
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    Originally Posted by boredevil View Post
    hm. blacklisting. i didn´t want to go that road. but my way is also not good. maybe i´ll use it as a workaround.
    but there must be a better solution. maybe it is somewhere deep down in usepower. it seems to not cast on these ones.
    You already got it working more or less, just check if monstertype in the monster sno is "Ally" altho there's à few units that ure gonna need to add to à ignore list or something but checking if the monstertype is Ally works in 90% of the time.
    Last edited by Nesox; 05-23-2012 at 03:05 AM.

    Unit and Monster Type
  2. #32
    st0724's Avatar Member
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    Does anyone know a good way to get the pSNOContainer for GetSnoInfoFromSnoId() for different kinds of SNOs? Right now I'm just hardcoding static pointers for known SNO types.

  3. #33
    _Mike's Avatar Contributor
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    Originally Posted by st0724 View Post
    Does anyone know a good way to get the pSNOContainer for GetSnoInfoFromSnoId() for different kinds of SNOs? Right now I'm just hardcoding static pointers for known SNO types.
    There's a list at 0x1548058 of type struct { void (*allocatorFunc)(); void* containerPtr; };
    Either dump it statically or iterate over it at runtime and match [[containerPtr]+0x68] against mooege's SNOGroup enum.
    Code:
    SNOGroup | Address
    1 15b7540
    2 15b22e8
    5 161f880
    6 15b4580
    7 1619c40
    8 15b70d0
    9 1605110
    10 1598090
    11 161d6f0
    12 15b0a40
    13 15b0058
    14 161dfb8
    15 15b26c8
    17 161ea30
    18 15afc78
    19 161a250
    20 1571440
    21 15c0008
    22 15ae3c0
    23 16148d8
    24 15b2bc0
    25 15a7238
    26 15bf7c8
    27 161a978
    28 161f040
    29 15b3258
    31 15ab038
    32 160f120
    33 15bd5c8
    34 15af780
    36 16202f0
    37 16181f8
    38 160d1e0
    39 15aa1e0
    40 16115e0
    41 1613ef0
    42 15b3c40
    43 161e6e0
    44 1620528
    45 161ceb0
    46 16154e8
    47 160d990
    48 15b8f10
    49 15a7118
    51 15a42e8
    52 15a3530
    53 159a4d0
    55 15a6ff8
    56 15a6358
    57 160cf18
    58 15aace0
    59 15a5f78
    60 160c160
    61 15c4b20
    62 1610680
    63 15a2888
    64 15a2cf0

  4. #34
    st0724's Avatar Member
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    Originally Posted by _Mike View Post
    There's a list at 0x1548058 of type struct { void (*allocatorFunc)(); void* containerPtr; };
    Either dump it statically or iterate over it at runtime and match [[containerPtr]+0x68] against mooege's SNOGroup enum.
    Code:
    SNOGroup | Address
    1 15b7540
    2 15b22e8
    5 161f880
    6 15b4580
    7 1619c40
    8 15b70d0
    9 1605110
    10 1598090
    11 161d6f0
    12 15b0a40
    13 15b0058
    14 161dfb8
    15 15b26c8
    17 161ea30
    18 15afc78
    19 161a250
    20 1571440
    21 15c0008
    22 15ae3c0
    23 16148d8
    24 15b2bc0
    25 15a7238
    26 15bf7c8
    27 161a978
    28 161f040
    29 15b3258
    31 15ab038
    32 160f120
    33 15bd5c8
    34 15af780
    36 16202f0
    37 16181f8
    38 160d1e0
    39 15aa1e0
    40 16115e0
    41 1613ef0
    42 15b3c40
    43 161e6e0
    44 1620528
    45 161ceb0
    46 16154e8
    47 160d990
    48 15b8f10
    49 15a7118
    51 15a42e8
    52 15a3530
    53 159a4d0
    55 15a6ff8
    56 15a6358
    57 160cf18
    58 15aace0
    59 15a5f78
    60 160c160
    61 15c4b20
    62 1610680
    63 15a2888
    64 15a2cf0
    Great! Thanks _Mike. Very helpful information, simple and effective.

  5. #35
    boredevil's Avatar Active Member
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    if you want to dump them. they also got the name stored at snogroup + 0x48

  6. #36
    st0724's Avatar Member
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    Originally Posted by boredevil View Post
    anyone happens to know how to determine if a unit can be attacked?

    i´m doing it by exclusion atm. but i get some false positives.
    like a3_Battlefield_demonic_forge-2417 (flame throwing things) in The Core Of Arreat on the way to Azmodan

    actorSno.type == unit
    actorSno.monsterSnoId != -1
    monsterSno.type == monster || beast || undead
    acd->getBool(::eGameAttributes::Is_NPC) == false
    acd->getBool(::eGameAttributes::Untargetable) == false
    I just tried a few attributes for the demonic forge. "Invulnerable" works like a charm =)

  7. #37
    boredevil's Avatar Active Member
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    great! thanks got to test that right away

  8. #38
    siruxx's Avatar Corporal
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    Originally Posted by st0724 View Post
    I just tried a few attributes for the demonic forge. "Invulnerable" works like a charm =)
    does that work for you with every demonic forge? when i tested it 1 from 3 demonic forges didnt had that attribute positive.

  9. #39
    infotech1's Avatar Member
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    Originally Posted by siruxx View Post
    does that work for you with every demonic forge? when i tested it 1 from 3 demonic forges didnt had that attribute positive.
    Confirm your attribute reading is working correctly, Sounds like its not as every forge will have Current Health and IsInvul set.

    Sounds like issues i had when using d3adventure code, attributes would only read from like 70% of ACDS.

  10. #40
    siruxx's Avatar Corporal
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    hm that could be true. But i am using the internal getfloat / getint function to obtain my attribute information.

    I Iterate the actors then i call GetACDPtrFromGUID. Then i check if acd+0x120 is in a valid address range and if that is true i call getint/getfloat. I dont know where i could make such a mistake when i just wrap the internal functions. the only thing i do without internal function is iterating the actors.

    But sometime the game crashes on my usepower / getattribute wrappers but i dont know if thats related to this demonic forge issue. I have problems tracing down the code which is producing the crash .
    Last edited by siruxx; 09-10-2012 at 06:57 AM.

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