Thank you for Shynd addition, I want to make a follow-up, too
Code:
struct AURA_ELEMENT
{
__int64 GUID;
DWORD ID;
BYTE bUnknown0;
BYTE bCasrerLevel; <---- NEW
BYTE bUnknown1;
BYTE bUnknown2;
DWORD dwDuration;
DWORD dwTimeStamp;
};
I said something like that, for unknown reasons, these data are frozen (ie after death).
I think that the whole array from offset 0xC9C, is a history of auras that once were ar unit.
I also found another offset at 0xE2C. Very similar to previous thread, but differend by structure of elements. These are not frozen and behave correctly after death. It array of auras currently applied to unit.
entity_base + 0xE2C = total possible auras
And one element structure:
Code:
struct AURA_ELEMENT
{
DWORD unknown; /* I think it is TYPE of aura */
/*(Aura, Buff, Debuff, Curse, Poison) */
/* We need to clarify */
DWORD ID; /* Aura ID */
};
First element start at: 0xE30