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  1. #1
    randy2champ's Avatar Member
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    How to identify doors and breakable objects?

    When my character walks, sometimes its path will be blocked by the breakable objects or doors.

    For example, the sturdy barrels or barricade. How to identify them?

    I found its actorType is ActorType_Gizmo and it's HP is 0.001f.
    I also loop through all its attributes, but nothing special.

    Attribute ID = Hitpoints_Max_Total, int value = 3F800000, float value = 1
    Attribute ID = Hitpoints_Max, int value = 3A830000, float value = 0.0009994507
    Attribute ID = Hitpoints_Total_From_Level, int value = 0, float value = 0
    Attribute ID = Hitpoints_Cur, int value = 3A83126F, float value = 0.001
    Attribute ID = TeamID, int value = 1, float value = 1.401298E-45
    Attribute ID = Level, int value = 17, float value = 3.222986E-44

    They're not enough for me to distinguish it as breakable objects. Are there any other attributes I can look at? thanks.

    How to identify doors and breakable objects?
  2. #2
    boredevil's Avatar Active Member
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    you can use this function to get the gizmo type
    D3::ACD::GetGizmoGroup 0x00E385F0

    here is the type eum from mooege
    PHP Code:
    enum class eGizmoGroup int32_t // credits: mooege
    {
        
    Passive = -1,
        
    Door 0,
        
    LootContainer 1,
        
    Portal 2,     // whichdoctor_fetisharmy also has this set despite beeing client effects
        
    Waypoint 4,
        
    Item 5,
        
    CheckPoint 7,
        
    Sign 8,
        
    Healthwell 9,
        
    Shrine 10,    // and actor\MinimapIconStairs_Switch.acr
        
    TownPortal 11,
        
    HearthPortal 12,
        
    Headstone 18,
        
    ServerProp 19,    // mostly set for server props and for actors that have a controling function (conductorproxymaster, markerlocation, nospawn20feet, etc)
        
    StartLocations 20// and exit locations
        
    CathedralIdol 22// only one actor with that name
        
    DestructibleLootContainer 23,
        
    PlayerSharedStash 25,
        
    Spawner 28,
        
    Trigger 44,
        
    Destructible 48,
        
    Barricade 56,
        
    WeirdGroup57 57,  // Actor\TEMP_SkeletonPortal_Center.acr, Gizmo Actor\SkeletonKingGizmo.acr, Gizmo, Actor\TEMP_GoatPortal_Center.acr, Gizmo, Actor\Temp_Story_Trigger_Enabled.acr, Gizmo, Actor\trOut_fields_Cart_Fixable.acr, Gizmo, Actor\Temp_FesteringWoodsAmbush_Switch.acr, Gizmo, Actor\trOut_Wilderness_Skeleton_Chair_Switch.acr,
        
    ProximityTriggered 60,  // raven pecking, wall collapse... triggered when player approaches
        
    ActChangeTempObject 62// only one actor with that name
        
    Banner 64,
        
    Readable 65,
        
    BossPortal 66,
        
    QuestLoot 67// only Actor\PlacedGold.acr, Gizmo and Actor\Scoundrel_LoreLoot.acr, Gizmo
        
    Savepoint 68,
        
    DungeonStonePortal 70// only one actor with that name
        
    NephalemAltar 71
    }; 
    for doors, you should also check the gameattribs Operatable, Gizmo_Has_Been_Operated, Door_Locked if i remember correctly.

  3. #3
    randy2champ's Avatar Member
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    Thanks you very much, boredevil! That really solved my problem!

  4. #4
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by boredevil View Post
    you can use this function to get the gizmo type
    D3::ACD::GetGizmoGroup 0x00E385F0

    here is the type eum from mooege
    PHP Code:
    enum class eGizmoGroup int32_t // credits: mooege
    {
        
    Passive = -1,
        
    Door 0,
        
    LootContainer 1,
        
    Portal 2,     // whichdoctor_fetisharmy also has this set despite beeing client effects
        
    Waypoint 4,
        
    Item 5,
        
    CheckPoint 7,
        
    Sign 8,
        
    Healthwell 9,
        
    Shrine 10,    // and actor\MinimapIconStairs_Switch.acr
        
    TownPortal 11,
        
    HearthPortal 12,
        
    Headstone 18,
        
    ServerProp 19,    // mostly set for server props and for actors that have a controling function (conductorproxymaster, markerlocation, nospawn20feet, etc)
        
    StartLocations 20// and exit locations
        
    CathedralIdol 22// only one actor with that name
        
    DestructibleLootContainer 23,
        
    PlayerSharedStash 25,
        
    Spawner 28,
        
    Trigger 44,
        
    Destructible 48,
        
    Barricade 56,
        
    WeirdGroup57 57,  // Actor\TEMP_SkeletonPortal_Center.acr, Gizmo Actor\SkeletonKingGizmo.acr, Gizmo, Actor\TEMP_GoatPortal_Center.acr, Gizmo, Actor\Temp_Story_Trigger_Enabled.acr, Gizmo, Actor\trOut_fields_Cart_Fixable.acr, Gizmo, Actor\Temp_FesteringWoodsAmbush_Switch.acr, Gizmo, Actor\trOut_Wilderness_Skeleton_Chair_Switch.acr,
        
    ProximityTriggered 60,  // raven pecking, wall collapse... triggered when player approaches
        
    ActChangeTempObject 62// only one actor with that name
        
    Banner 64,
        
    Readable 65,
        
    BossPortal 66,
        
    QuestLoot 67// only Actor\PlacedGold.acr, Gizmo and Actor\Scoundrel_LoreLoot.acr, Gizmo
        
    Savepoint 68,
        
    DungeonStonePortal 70// only one actor with that name
        
    NephalemAltar 71
    }; 
    for doors, you should also check the gameattribs Operatable, Gizmo_Has_Been_Operated, Door_Locked if i remember correctly.
    Hello!

    Do you have some kind of pseudo code, how can I read the gizmo group from the acd (when I have the address of it), without calling internal D3 functions?

    Thank you and have a nice day!

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