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  1. #1
    RamirezX's Avatar Member
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    [Diablo 3][[1.0.3.10057] Retail Patch - Info Dump Thread

    My partial dump, feel free to add, or correct ..
    Code:
    ObjectManagerPtr	0x15A0BEC
    InteractManagerPtr	0x15A0BD4
    
    GetPlayerGUID 		0x97EC20
    IterateActors		0x9E5770
    GetActorPtrByGuid	0x829F00
    GetACDPtrFromACDGGuid	0x816FA0
    GetSNOPtrFromGuid	0x895040
    GetDouble		0x8B5160
    GetInt			0x8B5220
    
    UsePowerToLocation	0x97C770
    UsePowerToActor		0x97C9B0
    Last edited by RamirezX; 06-23-2012 at 09:27 AM.

    [Diablo 3][[1.0.3.10057] Retail Patch  - Info Dump Thread
  2. #2
    Valtharak's Avatar Master Sergeant
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    hi i been woundering whats the difference between your UsePowerToLocation and UsePowerToActor . is it using a power on a location and the other on a actor target?

    if so i was under the impression i could do this with the UsePower i have by passing the Guid of the actor in the struct

  3. #3
    TOM_RUS's Avatar Legendary
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    This is automated (automated means something can be wrong) patchdiff from builds 9950->9991->10057

    Code:
    84B730    D3::ACDInventoryGetGoldACD
    840370    D3::ACD::CanSellItem
    847200    D3::ACD::CanUseItem
    83BF60    D3::ACD::GetGBValueByGBId
    8522F0    D3::ACD::GetGold
    83BE30    D3::ACD::GetItemIdentified
    851420    D3::ACD::IsMonster
    8BD580    D3::ACD::IsSkillReady
    BBEF00    D3::ACD::Repair
    BBE100    D3::ACD::SellItem
    BB3E90    D3::ACD::UseItem
    A638C0    D3::Chat
    9D8960    D3::DrawRectangle
    941C10    D3::DumpUIMap
    811C00    D3::GetACDByACDId
    855B40    D3::GetACDIdByANN
    816FA0    D3::GetACDPtrFromGUID
    82AD30    D3::GetAct
    829F00    D3::GetActorPtrFromGUID
    8B5160    D3::GetDouble
    85EB20    D3::GetFloat
    8B5220    D3::GetInt
    83AB40    D3::GetItemQualityLevel
    9EC0C0    D3::GetLevelAreaByActorId
    97EAD0    D3::GetPing
    89E410    D3::GetPlayerByACDId
    89E5B0    D3::GetPlayerByIndex
    97EC20    D3::GetPlayerGUID
    867050    D3::GetQuestPtr
    8A30F0    D3::GetSceneById
    8C7540    D3::GetSceneIdByXY
    94E560    D3::GetScreenRect
    895040    D3::GetSnoInfoFromSnoId
    93BDC0    D3::GetUIManager
    A1D120    D3::GetWorldById
    8A1C20    D3::GetWorldEntry
    80FF10    D3::ItemDescription::Dtor
    976280    D3::ItemDescription::FillDescriptionText
    810EE0    D3::ItemDescription::Ctor
    A89200    D3::IterateUI
    F0E5C0    D3::Log
    BB3800    D3::MoveItem
    8D8630    D3::NavMesh::GetFlags
    97EBE0    D3::Player::GetLocalPlayer
    93BD80    D3::PrintChat
    BC3420    D3::RepairAll
    BC7750    D3::SalvageItem
    97C9B0    D3::UsePowerToActor
    97C770    D3::UsePowerToLocation
    C54580    D3::DirectX::Endscene
    93F3E0    D3::GetUIElementByHash
    A8A2E0    D3::UIElement::Unk1
    A8AF40    D3::UIElement::Unk2
    93F370    D3::UIManager::HasUIElement
    95E130    D3::UIManager::IsInitialized
    840490    D3::GetSellValue
    Last edited by TOM_RUS; 06-19-2012 at 08:42 AM.

  4. #4
    Valtharak's Avatar Master Sergeant
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    nice thx TOM_RUS lot of function i didn`t have. this will make lazy :P

  5. #5
    st0724's Avatar Member
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    Originally Posted by Valtharak View Post
    hi i been woundering whats the difference between your UsePowerToLocation and UsePowerToActor . is it using a power on a location and the other on a actor target?

    if so i was under the impression i could do this with the UsePower i have by passing the Guid of the actor in the struct
    One is the other's wrapper. If you just use the inner one, you would come to the problems of stationary casting. All's explained in this post 2nd and 3rd pages:

    http://www.ownedcore.com/forums/diab...r-wrapper.html (usepower wrapper)

    You can use the inner func for location-based casts like Leap and walk. Use the outter one for everything else.

  6. #6
    st0724's Avatar Member
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    Originally Posted by TOM_RUS View Post
    This is automated (automated means something can be wrong) patchdiff from builds 9950->9991->10057

    Code:
    840490    D3::GetSellValue
    Been looking for that for awhile now. Thanks!

  7. #7
    boredevil's Avatar Active Member Authenticator enabled
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    thanks tom_rus. quite a few functions in your post i didn´t know about yet.

    some stuff that seems to be missing in the previous posts:
    Code:
    008D53D0 	 o_AcdActor__IsGizmo
    008D5280 	 o_AcdActor__GetGizmoGroup
    
    00814C10 	 o_Scenes__Iterate
    008A1C20 	 o_Worlds__Iterate
    0085B120 	 o_FastAttribs__Iterate
    00854950 	 o_Acds__Iterate
    
    0097C770 	 o_UsePower
    00812FB0 	 o_getSnoGroup // by eSnoGroup
    
    00966E10 	 o_UI__MakeUiInfo // takes a string calcs hash and joins string + hash in a struct. stupid name. if somebody knows a better one, pleas tell me :)

  8. #8
    Jens's Avatar Contributor
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    Seems to be three new attributes:

    Magic_And_Gold_Find_Suppressed = 0x03E, // float
    Never_Deactivates = 0x337, // float
    Account_Under_Review = 0x338, // float


    so all the attributes shifted:

    Code:
    public enum ActorAttribute : uint
    {
        Axe_Bad_Data = 0x000,	// int
        Attribute_Timer = 0x001,	// float
        Attribute_Pool = 0x002,	// float
        Death_Count = 0x003,	// float
        DualWield_Hand = 0x004,	// float
        DualWield_Hand_Next = 0x005,	// float
        DualWield_Hands_Swapped = 0x006,	// float
        Respawn_Game_Time = 0x007,	// float
        Backpack_Slots = 0x008,	// float
        Shared_Stash_Slots = 0x009,	// float
        Strength = 0x00A,	// int
        Dexterity = 0x00B,	// int
        Intelligence = 0x00C,	// int
        Vitality = 0x00D,	// int
        Strength_Total = 0x00E,	// int
        Dexterity_Total = 0x00F,	// int
        Intelligence_Total = 0x010,	// int
        Vitality_Total = 0x011,	// int
        Strength_Bonus = 0x012,	// int
        Dexterity_Bonus = 0x013,	// int
        Intelligence_Bonus = 0x014,	// int
        Vitality_Bonus = 0x015,	// int
        Strength_Bonus_Percent = 0x016,	// int
        Dexterity_Bonus_Percent = 0x017,	// int
        Intelligence_Bonus_Percent = 0x018,	// int
        Vitality_Bonus_Percent = 0x019,	// int
        Strength_Reduction_Percent = 0x01A,	// int
        Dexterity_Reduction_Percent = 0x01B,	// int
        Intelligence_Reduction_Percent = 0x01C,	// int
        Vitality_Reduction_Percent = 0x01D,	// int
        Primary_Damage_Attribute = 0x01E,	// float
        Attack = 0x01F,	// int
        Precision = 0x020,	// int
        Defense = 0x021,	// int
        Attack_Total = 0x022,	// int
        Precision_Total = 0x023,	// int
        Defense_Total = 0x024,	// int
        Attack_Bonus = 0x025,	// int
        Precision_Bonus = 0x026,	// int
        Defense_Bonus = 0x027,	// int
        Attack_Bonus_Percent = 0x028,	// int
        Precision_Bonus_Percent = 0x029,	// int
        Defense_Bonus_Percent = 0x02A,	// int
        Attack_Reduction_Percent = 0x02B,	// int
        Precision_Reduction_Percent = 0x02C,	// int
        Defense_Reduction_Percent = 0x02D,	// int
        Armor = 0x02E,	// int
        Armor_Bonus_Percent = 0x02F,	// int
        Armor_Item = 0x030,	// int
        Armor_Bonus_Item = 0x031,	// int
        Armor_Item_Percent = 0x032,	// int
        Armor_Item_SubTotal = 0x033,	// int
        Armor_Item_Total = 0x034,	// int
        Armor_Total = 0x035,	// int
        Experience_Granted = 0x036,	// float
        Experience_Next = 0x037,	// float
        Gold_Granted = 0x038,	// float
        Gold = 0x039,	// float
        Gold_Find = 0x03A,	// int
        Level = 0x03B,	// float
        Level_Cap = 0x03C,	// float
        Magic_Find = 0x03D,	// int
        Magic_And_Gold_Find_Suppressed = 0x03E,	// float
        Treasure_Find = 0x03F,	// int
        Resource_Cost_Reduction_Amount = 0x040,	// float
        Resource_Cost_Reduction_Total = 0x041,	// int
        Resource_Set_Point_Bonus = 0x042,	// int
        Faster_Healing_Percent = 0x043,	// int
        Spending_Resource_Heals_Percent = 0x044,	// int
        Bonus_Healing_Received_Percent = 0x045,	// int
        Reduced_Healing_Received_Percent = 0x046,	// int
        Experience_Bonus = 0x047,	// int
        Experience_Bonus_Percent = 0x048,	// int
        Health_Globe_Bonus_Chance = 0x049,	// int
        Health_Globe_Bonus_Mult_Chance = 0x04A,	// int
        Health_Globe_Bonus_Health = 0x04B,	// int
        Increased_Health_From_Globes_Percent = 0x04C,	// int
        Increased_Health_From_Globes_Percent_Total = 0x04D,	// int
        Bonus_Health_Percent_Per_Second_From_Globes = 0x04E,	// int
        Bonus_Health_Percent_Per_Second_From_Globes_Total = 0x04F,	// int
        Mana_Gained_From_Globes_Percent = 0x050,	// int
        Mana_Gained_From_Globes = 0x051,	// int
        Resistance = 0x052,	// int
        Resistance_Percent = 0x053,	// int
        Resistance_Total = 0x054,	// int
        Resistance_All = 0x055,	// int
        Resistance_Percent_All = 0x056,	// int
        Resistance_From_Intelligence = 0x057,	// int
        Class_Damage_Reduction_Percent = 0x058,	// int
        Skill = 0x059,	// float
        Skill_Total = 0x05A,	// float
        TeamID = 0x05B,	// float
        Team_Override = 0x05C,	// float
        Invulnerable = 0x05D,	// float
        Loading = 0x05E,	// float
        Loading_Player_ACD = 0x05F,	// float
        Loading_Power_SNO = 0x060,	// float
        Loading_Anim_Tag = 0x061,	// float
        Loading_NewGame = 0x062,	// float
        Auto_Porting_To_Save_Point = 0x063,	// float
        No_Damage = 0x064,	// float
        No_AutoPickup = 0x065,	// float
        Light_Radius_Percent_Bonus = 0x066,	// int
        Hitpoints_Cur = 0x067,	// int
        Hitpoints_Factor_Level = 0x068,	// int
        Hitpoints_Factor_Vitality = 0x069,	// int
        Hitpoints_Total_From_Vitality = 0x06A,	// int
        Hitpoints_Total_From_Level = 0x06B,	// int
        Hitpoints_Granted = 0x06C,	// int
        Hitpoints_Granted_Duration = 0x06D,	// float
        Hitpoints_Max = 0x06E,	// int
        Hitpoints_Max_Bonus = 0x06F,	// int
        Hitpoints_Max_Total = 0x070,	// int
        Hitpoints_Percent = 0x071,	// int
        Hitpoints_Regen_Per_Second = 0x072,	// int
        Hitpoints_Max_Percent_Bonus = 0x073,	// int
        Hitpoints_Max_Percent_Bonus_Item = 0x074,	// int
        Hitpoints_Healed_Target = 0x075,	// int
        Resource_Type_Primary = 0x076,	// float
        Resource_Type_Secondary = 0x077,	// float
        Resource_Cur = 0x078,	// int
        Resource_Max = 0x079,	// int
        Resource_Max_Bonus = 0x07A,	// int
        Resource_Max_Total = 0x07B,	// int
        Resource_Factor_Level = 0x07C,	// int
        Resource_Granted = 0x07D,	// int
        Resource_Granted_Duration = 0x07E,	// float
        Resource_Percent = 0x07F,	// int
        Resource_Regen_Per_Second = 0x080,	// int
        Resource_Regen_Bonus_Percent = 0x081,	// int
        Resource_Regen_Total = 0x082,	// int
        Resource_Max_Percent_Bonus = 0x083,	// int
        Resource_Capacity_Used = 0x084,	// int
        Resource_Effective_Max = 0x085,	// int
        Resource_Regen_Percent_Per_Second = 0x086,	// int
        Resource_Degeneration_Stop_Point = 0x087,	// int
        Movement_Scalar = 0x088,	// int
        Walking_Rate = 0x089,	// int
        Running_Rate = 0x08A,	// int
        Sprinting_Rate = 0x08B,	// int
        Strafing_Rate = 0x08C,	// int
        Walking_Rate_Total = 0x08D,	// int
        Running_Rate_Total = 0x08E,	// int
        Last_Running_Rate = 0x08F,	// int
        Sprinting_Rate_Total = 0x090,	// int
        Strafing_Rate_Total = 0x091,	// int
        Movement_Bonus_Total = 0x092,	// int
        Movement_Scalar_Subtotal = 0x093,	// int
        Movement_Scalar_Capped_Total = 0x094,	// int
        Movement_Scalar_Uncapped_Bonus = 0x095,	// int
        Movement_Scalar_Total = 0x096,	// int
        Movement_Bonus_Run_Speed = 0x097,	// int
        Casting_Speed = 0x098,	// int
        Casting_Speed_Bonus = 0x099,	// int
        Casting_Speed_Total = 0x09A,	// int
        Always_Hits = 0x09B,	// float
        Hit_Chance = 0x09C,	// int
        Attacks_Per_Second_Item = 0x09D,	// int
        Attacks_Per_Second_Item_Percent = 0x09E,	// int
        Attacks_Per_Second_Item_Subtotal = 0x09F,	// int
        Attacks_Per_Second_Item_Bonus = 0x0A0,	// int
        Attacks_Per_Second_Item_Total = 0x0A1,	// int
        Attacks_Per_Second = 0x0A2,	// int
        Attacks_Per_Second_Bonus = 0x0A3,	// int
        Attacks_Per_Second_Total = 0x0A4,	// int
        Attacks_Per_Second_Percent = 0x0A5,	// int
        AI_Cooldown_Reduction_Percent = 0x0A6,	// int
        Power_Cooldown_Reduction_Percent = 0x0A7,	// int
        Damage_Delta = 0x0A8,	// int
        Damage_Delta_Total = 0x0A9,	// int
        Damage_Min = 0x0AA,	// int
        Damage_Bonus_Min = 0x0AB,	// int
        Damage_Min_Total = 0x0AC,	// int
        Damage_Min_Subtotal = 0x0AD,	// int
        Damage_Percent_All_From_Skills = 0x0AE,	// int
        Damage_Weapon_Delta = 0x0AF,	// int
        Damage_Weapon_Delta_SubTotal = 0x0B0,	// int
        Damage_Weapon_Max = 0x0B1,	// int
        Damage_Weapon_Max_Total = 0x0B2,	// int
        Damage_Weapon_Max_Total_All = 0x0B3,	// int
        Damage_Weapon_Delta_Total = 0x0B4,	// int
        Damage_Weapon_Delta_Total_All = 0x0B5,	// int
        Damage_Weapon_Bonus_Delta = 0x0B6,	// int
        Damage_Weapon_Min = 0x0B7,	// int
        Damage_Weapon_Min_Total = 0x0B8,	// int
        Damage_Weapon_Min_Total_All = 0x0B9,	// int
        Damage_Weapon_Bonus_Min = 0x0BA,	// int
        Damage_Weapon_Percent_Bonus = 0x0BB,	// int
        Damage_Weapon_Percent_All = 0x0BC,	// int
        Damage_Weapon_Percent_Total = 0x0BD,	// int
        Damage_Type_Percent_Bonus = 0x0BE,	// int
        Damage_Percent_Bonus_Witchdoctor = 0x0BF,	// int
        Damage_Percent_Bonus_Wizard = 0x0C0,	// int
        Crit_Percent_Base = 0x0C1,	// int
        Crit_Percent_Bonus_Capped = 0x0C2,	// int
        Crit_Percent_Bonus_Uncapped = 0x0C3,	// int
        Crit_Percent_Cap = 0x0C4,	// int
        Crit_Damage_Percent = 0x0C5,	// int
        Crit_Effect_Time = 0x0C6,	// float
        Pierce_Chance = 0x0C7,	// int
        Damage_Absorb_Percent = 0x0C8,	// int
        Damage_Reduction_Total = 0x0C9,	// int
        Damage_Reduction_Current = 0x0CA,	// int
        Damage_Reduction_Last_Tick = 0x0CB,	// float
        Block_Chance = 0x0CC,	// int
        Block_Chance_Total = 0x0CD,	// int
        Block_Chance_Bonus_Item = 0x0CE,	// int
        Block_Chance_Item = 0x0CF,	// int
        Block_Chance_Item_Total = 0x0D0,	// int
        Block_Amount = 0x0D1,	// int
        Block_Amount_Bonus_Percent = 0x0D2,	// int
        Block_Amount_Total_Min = 0x0D3,	// int
        Block_Amount_Total_Max = 0x0D4,	// int
        Block_Amount_Item_Min = 0x0D5,	// int
        Block_Amount_Item_Delta = 0x0D6,	// int
        Block_Amount_Item_Bonus = 0x0D7,	// int
        Dodge_Chance_Bonus = 0x0D8,	// int
        Dodge_Chance_Bonus_Melee = 0x0D9,	// int
        Dodge_Chance_Bonus_Ranged = 0x0DA,	// int
        Get_Hit_Current = 0x0DB,	// int
        Get_Hit_Max_Base = 0x0DC,	// int
        Get_Hit_Max_Per_Level = 0x0DD,	// int
        Get_Hit_Max = 0x0DE,	// int
        Get_Hit_Recovery_Base = 0x0DF,	// int
        Get_Hit_Recovery_Per_Level = 0x0E0,	// int
        Get_Hit_Recovery = 0x0E1,	// int
        Get_Hit_Damage = 0x0E2,	// int
        Get_Hit_Damage_Scalar = 0x0E3,	// int
        Last_Damage_MainActor = 0x0E4,	// float
        Last_ACD_Attacked = 0x0E5,	// float
        Ignores_Critical_Hits = 0x0E6,	// float
        Immunity = 0x0E7,	// float
        Untargetable = 0x0E8,	// float
        Immobolize = 0x0E9,	// float
        Immune_To_Knockback = 0x0EA,	// float
        Power_Immobilize = 0x0EB,	// float
        Stun_Chance = 0x0EC,	// int
        Stun_Length = 0x0ED,	// int
        Stun_Recovery = 0x0EE,	// int
        Stun_Recovery_Speed = 0x0EF,	// int
        Stunned = 0x0F0,	// float
        Stun_Immune = 0x0F1,	// float
        Poison_Length_Reduction = 0x0F2,	// int
        Poisoned = 0x0F3,	// float
        Bleeding = 0x0F4,	// float
        Bleed_Duration = 0x0F5,	// int
        Chilled = 0x0F6,	// float
        Freeze_Length_Reduction = 0x0F7,	// int
        Freeze_Immune = 0x0F8,	// float
        Webbed = 0x0F9,	// float
        Slow = 0x0FA,	// float
        FireAura = 0x0FB,	// float
        LightningAura = 0x0FC,	// float
        ColdAura = 0x0FD,	// float
        PoisonAura = 0x0FE,	// float
        Blind = 0x0FF,	// float
        Enraged = 0x100,	// float
        Slowdown_Immune = 0x101,	// float
        Gethit_Immune = 0x102,	// float
        Suffocation_Per_Second = 0x103,	// int
        Suffocation_Unit_Value = 0x104,	// int
        Thorns_Percent = 0x105,	// int
        Thorns_Percent_All = 0x106,	// int
        Thorns_Percent_Total = 0x107,	// int
        Thorns_Fixed = 0x108,	// int
        Steal_Health_Percent = 0x109,	// int
        Steal_Mana_Percent = 0x10A,	// int
        Resource_On_Hit = 0x10B,	// int
        Resource_On_Kill = 0x10C,	// int
        Resource_On_Crit = 0x10D,	// int
        Hitpoints_On_Hit = 0x10E,	// int
        Hitpoints_On_Kill = 0x10F,	// int
        Damage_To_Mana = 0x110,	// int
        Last_Proc_Time = 0x111,	// float
        Damage_Power_Delta = 0x112,	// int
        Damage_Power_Min = 0x113,	// int
        Rope_Overlay = 0x114,	// float
        General_Cooldown = 0x115,	// float
        Power_Cooldown = 0x116,	// float
        Power_Cooldown_Start = 0x117,	// float
        Proc_Cooldown = 0x118,	// float
        Emote_Cooldown = 0x119,	// float
        Projectile_Speed = 0x11A,	// int
        Projectile_Speed_Increase_Percent = 0x11B,	// int
        Destroy_When_Path_Blocked = 0x11C,	// float
        Skill_Toggled_State = 0x11D,	// float
        Act = 0x11E,	// float
        Difficulty = 0x11F,	// float
        Last_Damage_Amount = 0x120,	// int
        In_Knockback = 0x121,	// float
        Amplify_Damage_Type_Percent = 0x122,	// int
        Amplify_Damage_Percent = 0x123,	// int
        Durability_Cur = 0x124,	// float
        Durability_Max = 0x125,	// float
        Durability_Last_Damage = 0x126,	// float
        Item_Quality_Level = 0x127,	// float
        Item_Cost_Percent_Bonus = 0x128,	// int
        Item_Equipped = 0x129,	// float
        Requirement = 0x12A,	// int
        Requirements_Ease_Percent = 0x12B,	// int
        Requirement_When_Equipped = 0x12C,	// int
        Sockets = 0x12D,	// float
        Sockets_Filled = 0x12E,	// float
        Stats_All_Bonus = 0x12F,	// int
        Item_Bound_To_ACD = 0x130,	// float
        Item_Locked_To_ACD = 0x131,	// float
        Item_Binding_Level_Override = 0x132,	// float
        ItemStackQuantityHi = 0x133,	// float
        ItemStackQuantityLo = 0x134,	// float
        Run_Speed_Granted = 0x135,	// int
        Run_Speed_Duration = 0x136,	// float
        IdentifyCost = 0x137,	// float
        Seed = 0x138,	// float
        IsCrafted = 0x139,	// float
        DyeType = 0x13A,	// float
        EnchantAffix = 0x13B,	// float
        EnchantRangeVal = 0x13C,	// float
        HighlySalvageable = 0x13D,	// float
        ItemUnlockTimeHi = 0x13E,	// float
        ItemUnlockTimeLo = 0x13F,	// float
        Always_Plays_GetHit = 0x140,	// float
        Hidden = 0x141,	// float
        RActor_Fade_Group = 0x142,	// float
        Quest_Range = 0x143,	// float
        Attack_Cooldown_Min = 0x144,	// float
        Attack_Cooldown_Delta = 0x145,	// float
        InitialCooldownMinTotal = 0x146,	// float
        InitialCooldownDeltaTotal = 0x147,	// float
        Attack_Cooldown_Min_Total = 0x148,	// float
        Attack_Cooldown_Delta_Total = 0x149,	// float
        Closing_Cooldown_Min_Total = 0x14A,	// float
        Closing_Cooldown_Delta_Total = 0x14B,	// float
        Quest_Monster = 0x14C,	// float
        Quest_Monster_Effect = 0x14D,	// float
        Treasure_Class = 0x14E,	// float
        Removes_Body_On_Death = 0x14F,	// float
        InitialCooldownMin = 0x150,	// float
        InitialCooldownDelta = 0x151,	// float
        Knockback_Weight = 0x152,	// int
        UntargetableByPets = 0x153,	// float
        Damage_State_Current = 0x154,	// float
        Damage_State_Max = 0x155,	// float
        Is_Player_Decoy = 0x156,	// float
        Custom_Target_Weight = 0x157,	// int
        Gizmo_State = 0x158,	// float
        Gizmo_Charges = 0x159,	// float
        Chest_Open = 0x15A,	// float
        Door_Locked = 0x15B,	// float
        Door_Timer = 0x15C,	// float
        Gizmo_Disabled_By_Script = 0x15D,	// float
        Gizmo_Operator_ACDID = 0x15E,	// float
        Triggering_Count = 0x15F,	// float
        Gate_Position = 0x160,	// int
        Gate_Velocity = 0x161,	// int
        Gizmo_Has_Been_Operated = 0x162,	// float
        Pet_Owner = 0x163,	// float
        Pet_Creator = 0x164,	// float
        Pet_Type = 0x165,	// float
        DropsNoLoot = 0x166,	// float
        GrantsNoXP = 0x167,	// float
        Hireling_Class = 0x168,	// float
        Summoned_By_SNO = 0x169,	// float
        Is_NPC = 0x16A,	// float
        NPC_Is_Operatable = 0x16B,	// float
        NPC_Is_Escorting = 0x16C,	// float
        NPC_Has_Interact_Options = 0x16D,	// float
        Conversation_Icon = 0x16E,	// float
        Callout_Cooldown = 0x16F,	// float
        Banter_Cooldown = 0x170,	// float
        Conversation_Heard_Count = 0x171,	// float
        Last_Tick_Shop_Entered = 0x172,	// float
        Is_Helper = 0x173,	// float
        Axe = 0x174,	// int
        Axe2H = 0x175,	// int
        ThrowingAxe = 0x176,	// int
        AxeAny = 0x177,	// int
        Bow = 0x178,	// int
        Crossbow = 0x179,	// int
        BowAny = 0x17A,	// int
        Club = 0x17B,	// int
        Club2H = 0x17C,	// int
        ClubAny = 0x17D,	// int
        Dagger = 0x17E,	// int
        Mace = 0x17F,	// int
        Mace2H = 0x180,	// int
        MaceAny = 0x181,	// int
        Sword = 0x182,	// int
        Sword2H = 0x183,	// int
        SwordAny = 0x184,	// int
        Polearm = 0x185,	// int
        Spear = 0x186,	// int
        Wand = 0x187,	// int
        ColdStaff = 0x188,	// int
        FireStaff = 0x189,	// int
        LightningStaff = 0x18A,	// int
        PoisonStaff = 0x18B,	// int
        StaffAny = 0x18C,	// int
        Weapon1H = 0x18D,	// int
        Weapon2H = 0x18E,	// int
        WeaponMelee = 0x18F,	// int
        WeaponRanged = 0x190,	// int
        Quiver = 0x191,	// int
        Reincarnation_Buff = 0x192,	// float
        Dead_Body_AnimTag = 0x193,	// float
        Spawned_by_ACDID = 0x194,	// float
        Summoned_By_ACDID = 0x195,	// float
        Summoner_ID = 0x196,	// float
        Banner_ACDID = 0x197,	// float
        Breakable_Shield_HP = 0x198,	// int
        Current_WeaponClass = 0x199,	// float
        Weapons_Sheathed = 0x19A,	// float
        Held_In_OffHand = 0x19B,	// float
        Attacks_Per_Second_Item_MainHand = 0x19C,	// int
        Attacks_Per_Second_Item_OffHand = 0x19D,	// int
        Attacks_Per_Second_Item_Total_MainHand = 0x19E,	// int
        Attacks_Per_Second_Item_Total_OffHand = 0x19F,	// int
        Damage_Weapon_Min_Total_MainHand = 0x1A0,	// int
        Damage_Weapon_Min_Total_OffHand = 0x1A1,	// int
        Damage_Weapon_Delta_Total_MainHand = 0x1A2,	// int
        Damage_Weapon_Delta_Total_OffHand = 0x1A3,	// int
        Attacks_Per_Second_Item_CurrentHand = 0x1A4,	// int
        Damage_Weapon_Min_Total_CurrentHand = 0x1A5,	// int
        Damage_Weapon_Delta_Total_CurrentHand = 0x1A6,	// int
        Has_Special_Death_AnimTag = 0x1A7,	// float
        Death_Type_Override = 0x1A8,	// float
        In_Combat = 0x1A9,	// float
        In_Conversation = 0x1AA,	// float
        Last_Tick_Potion_Used = 0x1AB,	// float
        Potion_Dilution_Percent = 0x1AC,	// int
        Out_Of_Combat_Health_Regen_Percent = 0x1AD,	// int
        Out_Of_Combat_Mana_Regen_Percent = 0x1AE,	// int
        Potion_Dilution_Duration = 0x1AF,	// float
        Potion_Dilution_Scalar = 0x1B0,	// int
        Feared = 0x1B1,	// float
        Fear_Immune = 0x1B2,	// float
        Last_Damage_ACD = 0x1B3,	// float
        Attached_To_ACD = 0x1B4,	// float
        Attachment_ACD = 0x1B5,	// float
        Normal_Attack_Replacement_Power_SNO = 0x1B6,	// float
        Damage_Type_Override = 0x1B7,	// int
        Minion_Count_Bonus_Percent = 0x1B8,	// int
        Champion_Teleport_Next_Tick = 0x1B9,	// float
        Champion_Teleport_Time_Min_In_Seconds = 0x1BA,	// int
        Champion_Teleport_Time_Delta_In_Seconds = 0x1BB,	// int
        Champion_Clone_Next_Tick = 0x1BC,	// float
        Champion_Clone_Time_Min_In_Seconds = 0x1BD,	// int
        Champion_Clone_Time_Delta_In_Seconds = 0x1BE,	// int
        Champion_Clone_Hitpoint_Bonus_Percent = 0x1BF,	// int
        Champion_Clone_Damage_Bonus_Percent = 0x1C0,	// int
        Champion_Ghostly_Next_Tick = 0x1C1,	// float
        Champion_Ghostly_Inactive_Time_Min_In_Seconds = 0x1C2,	// int
        Champion_Ghostly_Inactive_Time_Delta_In_Seconds = 0x1C3,	// int
        Champion_Ghostly_Active_Time_Min_In_Seconds = 0x1C4,	// int
        Champion_Ghostly_Active_Time_Delta_In_Seconds = 0x1C5,	// int
        Champion_Ghostly_Saved_Dodge_Chance = 0x1C6,	// int
        Champion_Ghostly = 0x1C7,	// float
        Base_Element = 0x1C8,	// float
        Projectile_Amount_Bonus_Percent = 0x1C9,	// int
        Projectile_Reflect_Chance = 0x1CA,	// int
        Attack_Fear_Chance = 0x1CB,	// int
        Attack_Fear_Time_Min = 0x1CC,	// int
        Attack_Fear_Time_Delta = 0x1CD,	// int
        Buff_Visual_Effect = 0x1CE,	// float
        Buff_Icon_Start_Tick0 = 0x1CF,	// float
        Buff_Icon_Start_Tick1 = 0x1D0,	// float
        Buff_Icon_Start_Tick2 = 0x1D1,	// float
        Buff_Icon_Start_Tick3 = 0x1D2,	// float
        Buff_Icon_Start_Tick4 = 0x1D3,	// float
        Buff_Icon_Start_Tick5 = 0x1D4,	// float
        Buff_Icon_Start_Tick6 = 0x1D5,	// float
        Buff_Icon_Start_Tick7 = 0x1D6,	// float
        Buff_Icon_End_Tick0 = 0x1D7,	// float
        Buff_Icon_End_Tick1 = 0x1D8,	// float
        Buff_Icon_End_Tick2 = 0x1D9,	// float
        Buff_Icon_End_Tick3 = 0x1DA,	// float
        Buff_Icon_End_Tick4 = 0x1DB,	// float
        Buff_Icon_End_Tick5 = 0x1DC,	// float
        Buff_Icon_End_Tick6 = 0x1DD,	// float
        Buff_Icon_End_Tick7 = 0x1DE,	// float
        Could_Have_Ragdolled = 0x1DF,	// float
        Ambient_Damage_Effect_Last_Time = 0x1E0,	// float
        Scale_Bonus = 0x1E1,	// int
        Deleted_On_Server = 0x1E2,	// float
        Scripted_Fade_Time = 0x1E3,	// float
        Does_No_Damage = 0x1E4,	// float
        Does_Fake_Damage = 0x1E5,	// float
        SlowTime_Debuff = 0x1E6,	// int
        Blocks_Projectiles = 0x1E7,	// float
        Frozen = 0x1E8,	// float
        Freeze_Damage_Percent_Bonus = 0x1E9,	// int
        Buff_Active = 0x1EA,	// float
        DualWield_BothAttack_Chance = 0x1EB,	// int
        Summon_Expiration_Tick = 0x1EC,	// float
        Summon_Count = 0x1ED,	// float
        Uninterruptible = 0x1EE,	// float
        Queue_Death = 0x1EF,	// float
        CantStartDisplayedPowers = 0x1F0,	// float
        Wizard_Slowtime_Proxy_ACD = 0x1F1,	// float
        DPS = 0x1F2,	// int
        Resurrection_Power = 0x1F3,	// float
        Freeze_Damage = 0x1F4,	// int
        Freeze_Capacity = 0x1F5,	// int
        Thaw_Rate = 0x1F6,	// int
        Chilled_Dur_Bonus_Percent = 0x1F7,	// int
        DOT_DPS = 0x1F8,	// int
        DamageCap_Percent = 0x1F9,	// int
        Item_Time_Sold = 0x1FA,	// float
        Forced_Hireling_Power = 0x1FB,	// float
        IsRooted = 0x1FC,	// float
        RootTargetACD = 0x1FD,	// float
        RootAutoDecayPerSecond = 0x1FE,	// int
        RootUnitValue = 0x1FF,	// int
        RootTotalTicks = 0x200,	// float
        Hide_Affixes = 0x201,	// float
        Rune_A = 0x202,	// float
        Rune_B = 0x203,	// float
        Rune_C = 0x204,	// float
        Rune_D = 0x205,	// float
        Rune_E = 0x206,	// float
        Resistance_Stun = 0x207,	// int
        Resistance_Stun_Total = 0x208,	// int
        Resistance_Root = 0x209,	// int
        Resistance_Root_Total = 0x20A,	// int
        Resistance_Freeze = 0x20B,	// int
        Resistance_Freeze_Total = 0x20C,	// int
        Resistance_StunRootFreeze = 0x20D,	// int
        CrowdControl_Reduction = 0x20E,	// int
        Displays_Team_Effect = 0x20F,	// float
        Cannot_Be_Added_To_AI_Target_List = 0x210,	// float
        SkillKit = 0x211,	// float
        Immune_To_Charm = 0x212,	// float
        Immune_To_Blind = 0x213,	// float
        Damage_Shield = 0x214,	// float
        Silenced = 0x215,	// float
        Diseased = 0x216,	// float
        Guard_Object_ACDID = 0x217,	// float
        Follow_Target_ACDID = 0x218,	// float
        Follow_Target_Type = 0x219,	// float
        Forced_Enemy_ACDID = 0x21A,	// float
        NPC_Talk_Target_ANN = 0x21B,	// float
        NPC_Conv_Target_ANN = 0x21C,	// float
        Script_Target_ACDID = 0x21D,	// float
        Look_Target_Server_ANN = 0x21E,	// float
        Look_Target_Broadcast_Intensity = 0x21F,	// int
        Look_Target_Broadcast_Radius = 0x220,	// int
        Stealthed = 0x221,	// float
        GemQuality = 0x222,	// float
        ItemBuffIcon = 0x223,	// float
        ScrollDuration = 0x224,	// int
        Gizmo_Actor_SNO_To_Spawn = 0x225,	// float
        Gizmo_Actor_To_Spawn_Scale = 0x226,	// int
        Death_Replacement_Power_SNO = 0x227,	// float
        Attachment_Handled_By_Client = 0x228,	// float
        AI_In_Special_State = 0x229,	// float
        AI_Used_Scripted_Spawn_Anim = 0x22A,	// float
        AI_Spawned_By_Inactive_Marker = 0x22B,	// float
        Headstone_Player_ANN = 0x22C,	// float
        Resource_Cost_Reduction_Percent = 0x22D,	// int
        Resistance_Penetration = 0x22E,	// int
        Resistance_Penetration_Total = 0x22F,	// int
        Resistance_Penetration_All = 0x230,	// int
        Resistance_Penetration_Percent_All = 0x231,	// int
        Fury_Effect_Level = 0x232,	// float
        Health_Potion_Bonus_Heal_Percent = 0x233,	// int
        Free_Cast = 0x234,	// float
        Free_Cast_All = 0x235,	// float
        Movement_Scalar_Reduction_Percent = 0x236,	// int
        Movement_Scalar_Reduction_Resistance = 0x237,	// int
        Damage_Absorb_Percent_All = 0x238,	// int
        World_Seed = 0x239,	// float
        Kill_Count_Record = 0x23A,	// float
        Object_Destruction_Record = 0x23B,	// float
        Single_Attack_Record = 0x23C,	// float
        Environment_Attack_Record = 0x23D,	// float
        Root_Immune = 0x23E,	// float
        Monster_Play_Get_Hit_Bonus = 0x23F,	// int
        Stored_Contact_Frame = 0x240,	// float
        Buff_Icon_Count0 = 0x241,	// float
        Buff_Icon_Count1 = 0x242,	// float
        Buff_Icon_Count2 = 0x243,	// float
        Buff_Icon_Count3 = 0x244,	// float
        Buff_Icon_Count4 = 0x245,	// float
        Buff_Icon_Count5 = 0x246,	// float
        Buff_Icon_Count6 = 0x247,	// float
        Buff_Icon_Count7 = 0x248,	// float
        Observer = 0x249,	// float
        Resurrect_As_Observer = 0x24A,	// float
        Combo_Level = 0x24B,	// float
        Combo_Time_Last_Move = 0x24C,	// float
        Burrowed = 0x24D,	// float
        Death_Replacement_Effect_Group_SNO = 0x24E,	// float
        Checkpoint_Resurrection_Allowed_Game_Time = 0x24F,	// float
        Checkpoint_Resurrection_Forced_Game_Time = 0x250,	// float
        Controlling_TimedEvent_SNO = 0x251,	// float
        Casting_Speed_Percent = 0x252,	// int
        Using_Bossbar = 0x253,	// float
        Power_Buff_0_Visual_Effect = 0x254,	// float
        Power_Buff_1_Visual_Effect = 0x255,	// float
        Power_Buff_2_Visual_Effect = 0x256,	// float
        Power_Buff_3_Visual_Effect = 0x257,	// float
        Power_Buff_4_Visual_Effect = 0x258,	// float
        Power_Buff_5_Visual_Effect = 0x259,	// float
        Power_Buff_6_Visual_Effect = 0x25A,	// float
        Power_Buff_7_Visual_Effect = 0x25B,	// float
        Store_SNO = 0x25C,	// float
        Busy = 0x25D,	// float
        Afk = 0x25E,	// float
        Last_Action_Timestamp = 0x25F,	// float
        Portal_Next_Time = 0x260,	// float
        Repair_Discount_Percent = 0x261,	// int
        Resource_Degeneration_Prevented = 0x262,	// float
        Operatable = 0x263,	// float
        Look_Override = 0x264,	// float
        Spawner_Concurrent_Count_ID = 0x265,	// float
        Disabled = 0x266,	// float
        Skill_Override = 0x267,	// float
        Skill_Override_Active = 0x268,	// float
        Skill_Override_Ended = 0x269,	// float
        Skill_Override_Ended_Active = 0x26A,	// float
        Is_Power_Proxy = 0x26B,	// float
        Force_No_Death_Animation = 0x26C,	// float
        Player_WeaponClass_Anim_Override = 0x26D,	// float
        Operatable_Story_Gizmo = 0x26E,	// float
        Power_Buff_0_Visual_Effect_None = 0x26F,	// float
        Power_Buff_0_Visual_Effect_A = 0x270,	// float
        Power_Buff_0_Visual_Effect_B = 0x271,	// float
        Power_Buff_0_Visual_Effect_C = 0x272,	// float
        Power_Buff_0_Visual_Effect_D = 0x273,	// float
        Power_Buff_0_Visual_Effect_E = 0x274,	// float
        Power_Buff_1_Visual_Effect_None = 0x275,	// float
        Power_Buff_1_Visual_Effect_A = 0x276,	// float
        Power_Buff_1_Visual_Effect_B = 0x277,	// float
        Power_Buff_1_Visual_Effect_C = 0x278,	// float
        Power_Buff_1_Visual_Effect_D = 0x279,	// float
        Power_Buff_1_Visual_Effect_E = 0x27A,	// float
        Power_Buff_2_Visual_Effect_None = 0x27B,	// float
        Power_Buff_2_Visual_Effect_A = 0x27C,	// float
        Power_Buff_2_Visual_Effect_B = 0x27D,	// float
        Power_Buff_2_Visual_Effect_C = 0x27E,	// float
        Power_Buff_2_Visual_Effect_D = 0x27F,	// float
        Power_Buff_2_Visual_Effect_E = 0x280,	// float
        Power_Buff_3_Visual_Effect_None = 0x281,	// float
        Power_Buff_3_Visual_Effect_A = 0x282,	// float
        Power_Buff_3_Visual_Effect_B = 0x283,	// float
        Power_Buff_3_Visual_Effect_C = 0x284,	// float
        Power_Buff_3_Visual_Effect_D = 0x285,	// float
        Power_Buff_3_Visual_Effect_E = 0x286,	// float
        Power_Buff_4_Visual_Effect_None = 0x287,	// float
        Power_Buff_4_Visual_Effect_A = 0x288,	// float
        Power_Buff_4_Visual_Effect_B = 0x289,	// float
        Power_Buff_4_Visual_Effect_C = 0x28A,	// float
        Power_Buff_4_Visual_Effect_D = 0x28B,	// float
        Power_Buff_4_Visual_Effect_E = 0x28C,	// float
        Power_Buff_5_Visual_Effect_None = 0x28D,	// float
        Power_Buff_5_Visual_Effect_A = 0x28E,	// float
        Power_Buff_5_Visual_Effect_B = 0x28F,	// float
        Power_Buff_5_Visual_Effect_C = 0x290,	// float
        Power_Buff_5_Visual_Effect_D = 0x291,	// float
        Power_Buff_5_Visual_Effect_E = 0x292,	// float
        Power_Buff_6_Visual_Effect_None = 0x293,	// float
        Power_Buff_6_Visual_Effect_A = 0x294,	// float
        Power_Buff_6_Visual_Effect_B = 0x295,	// float
        Power_Buff_6_Visual_Effect_C = 0x296,	// float
        Power_Buff_6_Visual_Effect_D = 0x297,	// float
        Power_Buff_6_Visual_Effect_E = 0x298,	// float
        Power_Buff_7_Visual_Effect_None = 0x299,	// float
        Power_Buff_7_Visual_Effect_A = 0x29A,	// float
        Power_Buff_7_Visual_Effect_B = 0x29B,	// float
        Power_Buff_7_Visual_Effect_C = 0x29C,	// float
        Power_Buff_7_Visual_Effect_D = 0x29D,	// float
        Power_Buff_7_Visual_Effect_E = 0x29E,	// float
        Walk_Passability_Power_SNO = 0x29F,	// float
        Passability_Power_SNO = 0x2A0,	// float
        Flippy_ID = 0x2A1,	// float
        Summoning_Machine_Num_Casters = 0x2A2,	// float
        Summoning_Machine_Spawn_Count = 0x2A3,	// float
        Summoning_Machine_Next_Spawn_Ticks = 0x2A4,	// float
        Summoning_Machine_Spawn_Team = 0x2A5,	// float
        Screen_Attack_Radius_Constant = 0x2A6,	// int
        Damage_Done_Reduction_Percent = 0x2A7,	// int
        Set_Item_Count = 0x2A8,	// float
        Spawner_Countdown_Percent = 0x2A9,	// int
        Attack_Slow = 0x2AA,	// float
        Power_Disabled = 0x2AB,	// float
        Weapon_Effect_Override = 0x2AC,	// float
        Debuff_Duration_Reduction_Percent = 0x2AD,	// int
        Uses_PvP_Power_Tags = 0x2AE,	// float
        Trait = 0x2AF,	// float
        Last_ACD_Attacked_By = 0x2B0,	// float
        Gold_PickUp_Radius = 0x2B1,	// int
        Client_Only_Effect = 0x2B2,	// float
        Has_Doppelganger_Cloned = 0x2B3,	// float
        Resource_Gain_Bonus_Percent = 0x2B4,	// int
        Looping_Animation_Start_Time = 0x2B5,	// float
        Looping_Animation_End_Time = 0x2B6,	// float
        Looping_Animation_Suppress_Item_Tooltips = 0x2B7,	// float
        Heal_Effect_Last_Played_Tick = 0x2B8,	// float
        Resource_Effect_Last_Played_tick = 0x2B9,	// float
        Thorns_Effect_Last_Played_tick = 0x2BA,	// float
        PVP_Kills = 0x2BB,	// float
        PVP_Deaths = 0x2BC,	// float
        PVP_Assists = 0x2BD,	// float
        PVP_Progression_Points_Gained = 0x2BE,	// float
        PVP_Current_Kill_Streak = 0x2BF,	// float
        PVP_Current_Death_Streak = 0x2C0,	// float
        PVP_Longest_Kill_Streak = 0x2C1,	// float
        PVP_Longest_Death_Streak = 0x2C2,	// float
        Turn_Rate_Scalar = 0x2C3,	// int
        Turn_Accel_Scalar = 0x2C4,	// int
        Turn_Deccel_Scalar = 0x2C5,	// int
        No_Health_Drop = 0x2C6,	// float
        Leader = 0x2C7,	// float
        IsContentRestrictedActor = 0x2C8,	// float
        InBossEncounter = 0x2C9,	// float
        God = 0x2CA,	// float
        MinimapActive = 0x2CB,	// float
        MinimapIconOverride = 0x2CC,	// float
        MinimapDisableArrow = 0x2CD,	// float
        Last_Blocked_ACD = 0x2CE,	// float
        Last_Blocked_Time = 0x2CF,	// float
        Deactivate_Lure = 0x2D0,	// float
        Weapons_Hidden = 0x2D1,	// float
        Actor_Updates_Attributes_From_Owner = 0x2D2,	// float
        Taunt_Target_ACD = 0x2D3,	// float
        UI_Only_Percent_Damage_Increase = 0x2D4,	// int
        Projectile_Effect_SNO = 0x2D5,	// float
        On_Hit_Fear_Proc_Chance = 0x2D6,	// int
        On_Hit_Stun_Proc_Chance = 0x2D7,	// int
        On_Hit_Blind_Proc_Chance = 0x2D8,	// int
        On_Hit_Freeze_Proc_Chance = 0x2D9,	// int
        On_Hit_Chill_Proc_Chance = 0x2DA,	// int
        On_Hit_Slow_Proc_Chance = 0x2DB,	// int
        On_Hit_Immobilize_Proc_Chance = 0x2DC,	// int
        On_Hit_Knockback_Proc_Chance = 0x2DD,	// int
        On_Hit_Bleed_Proc_Chance = 0x2DE,	// int
        On_Hit_Bleed_Proc_Damage_Base = 0x2DF,	// int
        On_Hit_Bleed_Proc_Damage_Delta = 0x2E0,	// int
        Damage_Percent_Reduction_From_Ranged = 0x2E1,	// int
        Damage_Percent_Reduction_From_Melee = 0x2E2,	// int
        Damage_Percent_Reduction_Turns_Into_Heal = 0x2E3,	// int
        Damage_Percent_Reduction_From_Elites = 0x2E4,	// int
        Damage_Percent_Reduction_From_Type = 0x2E5,	// int
        Damage_Percent_Bonus_Vs_Monster_Type = 0x2E6,	// int
        Damage_Percent_Bonus_Vs_Elites = 0x2E7,	// int
        Item_Manipulation_Timeout = 0x2E8,	// float
        Picked_Up_Time = 0x2E9,	// float
        Unequipped_Time = 0x2EA,	// float
        Last_ACD_Killed_Time = 0x2EB,	// float
        CannotDieDuring = 0x2EC,	// float
        Weapon_On_Hit_Fear_Proc_Chance = 0x2ED,	// int
        Weapon_On_Hit_Stun_Proc_Chance = 0x2EE,	// int
        Weapon_On_Hit_Blind_Proc_Chance = 0x2EF,	// int
        Weapon_On_Hit_Freeze_Proc_Chance = 0x2F0,	// int
        Weapon_On_Hit_Chill_Proc_Chance = 0x2F1,	// int
        Weapon_On_Hit_Slow_Proc_Chance = 0x2F2,	// int
        Weapon_On_Hit_Immobilize_Proc_Chance = 0x2F3,	// int
        Weapon_On_Hit_Knockback_Proc_Chance = 0x2F4,	// int
        Weapon_On_Hit_Bleed_Proc_Chance = 0x2F5,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Base = 0x2F6,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta = 0x2F7,	// int
        Weapon_On_Hit_Fear_Proc_Chance_MainHand = 0x2F8,	// int
        Weapon_On_Hit_Fear_Proc_Chance_OffHand = 0x2F9,	// int
        Weapon_On_Hit_Fear_Proc_Chance_CurrentHand = 0x2FA,	// int
        Weapon_On_Hit_Stun_Proc_Chance_MainHand = 0x2FB,	// int
        Weapon_On_Hit_Stun_Proc_Chance_OffHand = 0x2FC,	// int
        Weapon_On_Hit_Stun_Proc_Chance_CurrentHand = 0x2FD,	// int
        Weapon_On_Hit_Blind_Proc_Chance_MainHand = 0x2FE,	// int
        Weapon_On_Hit_Blind_Proc_Chance_OffHand = 0x2FF,	// int
        Weapon_On_Hit_Blind_Proc_Chance_CurrentHand = 0x300,	// int
        Weapon_On_Hit_Freeze_Proc_Chance_MainHand = 0x301,	// int
        Weapon_On_Hit_Freeze_Proc_Chance_OffHand = 0x302,	// int
        Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand = 0x303,	// int
        Weapon_On_Hit_Chill_Proc_Chance_MainHand = 0x304,	// int
        Weapon_On_Hit_Chill_Proc_Chance_OffHand = 0x305,	// int
        Weapon_On_Hit_Chill_Proc_Chance_CurrentHand = 0x306,	// int
        Weapon_On_Hit_Slow_Proc_Chance_MainHand = 0x307,	// int
        Weapon_On_Hit_Slow_Proc_Chance_OffHand = 0x308,	// int
        Weapon_On_Hit_Slow_Proc_Chance_CurrentHand = 0x309,	// int
        Weapon_On_Hit_Immobilize_Proc_Chance_MainHand = 0x30A,	// int
        Weapon_On_Hit_Immobilize_Proc_Chance_OffHand = 0x30B,	// int
        Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand = 0x30C,	// int
        Weapon_On_Hit_Knockback_Proc_Chance_MainHand = 0x30D,	// int
        Weapon_On_Hit_Knockback_Proc_Chance_OffHand = 0x30E,	// int
        Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand = 0x30F,	// int
        Weapon_On_Hit_Bleed_Proc_Chance_MainHand = 0x310,	// int
        Weapon_On_Hit_Bleed_Proc_Chance_OffHand = 0x311,	// int
        Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand = 0x312,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand = 0x313,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand = 0x314,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand = 0x315,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand = 0x316,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand = 0x317,	// int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand = 0x318,	// int
        Power_Damage_Percent_Bonus = 0x319,	// int
        Power_Resource_Reduction = 0x31A,	// int
        Power_Cooldown_Reduction = 0x31B,	// int
        Power_Duration_Increase = 0x31C,	// int
        Power_Crit_Percent_Bonus = 0x31D,	// int
        Weapon_Crit_Chance = 0x31E,	// int
        Weapon_Crit_Chance_MainHand = 0x31F,	// int
        Weapon_Crit_Chance_OffHand = 0x320,	// int
        Weapon_Crit_Chance_CurrentHand = 0x321,	// int
        Strength_Item = 0x322,	// int
        Dexterity_Item = 0x323,	// int
        Intelligence_Item = 0x324,	// int
        Vitality_Item = 0x325,	// int
        Item_Level_Requirement_Reduction = 0x326,	// float
        Item_Durability_Percent_Bonus = 0x327,	// int
        Item_Indestructible = 0x328,	// float
        Core_Attributes_From_Item_Bonus_Multiplier = 0x329,	// int
        Waiting_To_Accept_Resurrection = 0x32A,	// float
        Ghosted = 0x32B,	// float
        Special_Inventory_Has_Sold = 0x32C,	// float
        Power_Channel_Lockout_Time = 0x32D,	// float
        Power_Buff_0_Lockout_Time = 0x32E,	// float
        Power_Buff_1_Lockout_Time = 0x32F,	// float
        Power_Buff_2_Lockout_Time = 0x330,	// float
        Power_Buff_3_Lockout_Time = 0x331,	// float
        Power_Buff_4_Lockout_Time = 0x332,	// float
        Power_Buff_5_Lockout_Time = 0x333,	// float
        Power_Buff_6_Lockout_Time = 0x334,	// float
        Power_Buff_7_Lockout_Time = 0x335,	// float
        Known_By_Owner = 0x336,	// float
        Never_Deactivates = 0x337,	// float
        Account_Under_Review = 0x338,	// float
        Projectile_Detonate_Time = 0x339,	// float
    }

  9. #9
    boredevil's Avatar Active Member Authenticator enabled
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    Snogroups:

    Code:
    0x1655160 SnoGroupTextures
    0x1654f28 SnoGroupShaderMap
    0x1639d48 SnoGroupAppearance
    0x15f9770 SnoGroupPhysMesh
    0x15f4bd0 SnoGroupGlobals
    0x15f4390 SnoGroupObserver
    0x15f2190 SnoGroupScene
    0x15edad8 SnoGroupWorlds
    0x15ec108 SnoGroupActor
    0x15ebc98 SnoGroupAnimSet
    0x15e9148 SnoGroupAnim
    0x15e8808 SnoGroupStringList
    0x15e7e20 SnoGroupPower
    0x15e7788 SnoGroupMarkerSet
    0x15ccc58 SnoGroupHero
    0x15a6008 SnoGroupGameBalance
    0x15e7290 SnoGroupEncounter
    0x15e6eb0 SnoGroupAdventure
    0x15e5608 SnoGroupConversation
    0x15e4c20 SnoGroupConversationList
    0x15e4840 SnoGroupFlagSet
    0x15e4348 SnoGroupSceneGroup
    0x15e2f88 SnoGroupLevelArea
    0x15dfc00 SnoGroupQuest
    0x15df8a8 SnoGroupQuestRange
    0x15deda8 SnoGroupSkillKit
    0x15dbe00 SnoGroupMonster
    0x15dbce0 SnoGroupRecipe
    0x15dbbc0 SnoGroupTimedEvent
    0x15daf20 SnoGroupAct
    0x15dab40 SnoGroupLore
    0x15d8eb0 SnoGroupCondition
    0x15cf098 SnoGroupAccount
    0x15d80f8 SnoGroupTreasureClass
    0x15d78b8 SnoGroupBossEncounter
    0x15d7450 SnoGroupTutorial
    0x16544b8 SnoGroupAmbientSound
    0x1653c78 SnoGroupPhysics
    0x1653668 SnoGroupExplosion
    0x1653318 SnoGroupSurface
    0x1652bf0 SnoGroupEffectGroup
    0x1652328 SnoGroupCloth
    0x1651ae8 SnoGroupTrail
    0x164f5b0 SnoGroupParticle
    0x164ee88 SnoGroupFont
    0x164e878 SnoGroupAnim2D
    0x164ce30 SnoGroupShaders
    0x164a120 SnoGroupUI
    0x1649510 SnoGroupLight
    0x1648b28 SnoGroupSoundBank
    0x1646218 SnoGroupSound
    0x16452b8 SnoGroupMusic
    0x1643d58 SnoGroupRope
    0x16425c8 SnoGroupWeather
    0x1641e18 SnoGroupShakes
    0x1641b50 SnoGroupMaterial
    0x1640d98 SnoGroupReverb

  10. #10
    anonym0use's Avatar Corporal
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    Code:
    1.0.3:
    01656B30 CommandQueue
    00A0D7D0 FlushCommandQueue
    0097EBE0 GetGlobalsCurPlayerActorIDEtc
    00816FA0 FindObjByIDSafe
    008BF730 GetActorAnimationState
    0084D330 GetItemIDAtActorContainerPos
    00969F40 GetItemName
    00F10040 StrRefFree
    0162B3FC PlayerHealthBarsOn
    00D04A0E camera hack 01
    00A419AA bulb hack 01
    00937A91 fog hack 01
    00AD7AED monster header hack 01
    00AD8051 monster header hack 02
    00AD805C monster header hack 04
    00AD8069 monster header hack 03
    00B77E31 monster body hack 01
    008E25DF move hack 02
    008BC9AD animation hack
    00A0DA80 QueueCommand
    00950656 PreFlushCommandQueue
    00959200 GetVKeyState
    1234567890

  11. #11
    Beaving's Avatar Sergeant
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    Code:
    00C4E576 ForceLeave

  12. #12
    nexusbr's Avatar Private
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    Hey,

    whats the correct usage for this offset : Hitpoints_Cur = 0x067, // int ?

    i've tried to read memory at 0x0157D518 + 0x067 with no success, as is reads an unknown value..

    thanks in advance

  13. #13
    DrakeFish's Avatar Lazy Leecher

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    Originally Posted by nexusbr View Post
    Hey,

    whats the correct usage for this offset : Hitpoints_Cur = 0x067, // int ?

    i've tried to read memory at 0x0157D518 + 0x067 with no success, as is reads an unknown value..

    thanks in advance
    Those aren't offsets. To get the attributes of an actor you will have to either implement the attributes algorithm in your code or call the game function that does it for you. The values of the enum are used in this algorithm to retrieve the value you are looking for.
    Last edited by DrakeFish; 06-21-2012 at 03:07 AM.

  14. #14
    zys924's Avatar Active Member
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    Originally Posted by Beaving View Post
    Code:
    00C4E576 ForceLeave
    I am also looking for a "ForceLeave" function. However, this is not a function base but a call to another function. Would you please a bit more on that? Thank you.

  15. #15
    Beaving's Avatar Sergeant
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    The function it calls is a function used for many things I guess, so I rather post the address where you directly find the specific code/arguments used for a instant leave. If you join a game, and want to leave, this function is called while the countdown counts down 2 of 10 times, so you can easily find what's needed in order to force a gameleave.

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