PlayerObject Movement Field menu

User Tag List

Results 1 to 9 of 9
  1. #1
    g3gg0's Avatar Active Member
    Reputation
    32
    Join Date
    Mar 2008
    Posts
    86
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    PlayerObject Movement Field

    Here some notes about the movement field at [unitObject + 0x0110]
    Maybe someone has use for it. I didnt try to change these values


    ..
    +10 UnitX
    +14 UnitY
    +18 UnitZ
    +1C Facing
    +20 Pitch
    ..
    +7C inAirTime (raises while not on ground)
    ..
    +88 currentSpeed
    +8C slowWalkSpeed (when pressing "Num /")
    +90 groundForwardSpeed
    +94 groundBackwardSpeed
    +98 swimForwardSpeed
    +9C swimBackwardSpeed
    +A0 flyForwardSpeed
    +A4 flyBackwardSpeed

    PlayerObject Movement Field
  2. #2
    arigity's Avatar Banned
    Reputation
    49
    Join Date
    Dec 2007
    Posts
    548
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Code:
    class CMovementInfo
    {
    public:
            char unknown0[16]; //0x0000
        idVec3 vecPos; //0x0010  
        float fHeading; //0x001C  
            char unknown32[24]; //0x0020
        WOWGUID wTransportGuid; //0x0038  
        DWORD dwMoveFlags; //0x0040  
        DWORD dwMoveFlags2; //0x0044  This is a weird one, only one byte seems to be used. 
            char unknown72[20]; //0x0048
        DWORD dwTimeMoved; //0x005C  
            char unknown96[12]; //0x0060
        float fSinAngle; //0x006C  
        float fCosAngle; //0x0070  
            char unknown116[8]; //0x0074
        DWORD dwFallTime; //0x007C  
        float fFallStartHeight; //0x0080  
            char unknown132[8]; //0x0084
        float fWalkSpeed; //0x008C  
        float fRunSpeed; //0x0090  
        float fSwimBackSpeed; //0x0094  
        float fSwimSpeed; //0x0098  
        float fWalkBackSpeed; //0x009C  
        float fFlySpeed; //0x00A0  
        float fFlyBackSpeed; //0x00A4  
        float fTurnSpeed; //0x00A8  
        float fJumpVelocity; //0x00AC  
    };//Size=0x00B0(176)

  3. #3
    Cypher's Avatar Kynox's Sister's Pimp
    Reputation
    1358
    Join Date
    Apr 2006
    Posts
    5,368
    Thanks G/R
    0/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by arigity View Post
    Code:
    class CMovementInfo
    {
    public:
            char unknown0[16]; //0x0000
        idVec3 vecPos; //0x0010  
        float fHeading; //0x001C  
            char unknown32[24]; //0x0020
        WOWGUID wTransportGuid; //0x0038  
        DWORD dwMoveFlags; //0x0040  
        DWORD dwMoveFlags2; //0x0044  This is a weird one, only one byte seems to be used. 
            char unknown72[20]; //0x0048
        DWORD dwTimeMoved; //0x005C  
            char unknown96[12]; //0x0060
        float fSinAngle; //0x006C  
        float fCosAngle; //0x0070  
            char unknown116[8]; //0x0074
        DWORD dwFallTime; //0x007C  
        float fFallStartHeight; //0x0080  
            char unknown132[8]; //0x0084
        float fWalkSpeed; //0x008C  
        float fRunSpeed; //0x0090  
        float fSwimBackSpeed; //0x0094  
        float fSwimSpeed; //0x0098  
        float fWalkBackSpeed; //0x009C  
        float fFlySpeed; //0x00A0  
        float fFlyBackSpeed; //0x00A4  
        float fTurnSpeed; //0x00A8  
        float fJumpVelocity; //0x00AC  
    };//Size=0x00B0(176)

    Credits to Kynox for the above.

  4. #4
    g3gg0's Avatar Active Member
    Reputation
    32
    Join Date
    Mar 2008
    Posts
    86
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    well something is wrong or missing in that struct

    +1C Facing
    +20 Pitch

    vs.

    float fHeading; //0x001C
    char unknown32[24]; //0x0020

    and

    +88 currentSpeed
    +8C slowWalkSpeed (when pressing "Num /")
    +90 groundForwardSpeed
    +94 groundBackwardSpeed
    +98 swimForwardSpeed
    +9C swimBackwardSpeed

    vs.

    char unknown132[8]; //0x0084
    float fWalkSpeed; //0x008C
    float fRunSpeed; //0x0090
    float fSwimBackSpeed; //0x0094
    float fSwimSpeed; //0x0098

  5. #5
    kynox's Avatar Member
    Reputation
    830
    Join Date
    Dec 2006
    Posts
    888
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    It's worth noting that the copy-pasta forgot to check which version of WoW that was from, otherwise he would have realized it was from the WoW 2.x era.

  6. #6
    arigity's Avatar Banned
    Reputation
    49
    Join Date
    Dec 2007
    Posts
    548
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    sorry kynox, i was confuzzled by the fact the structures are nearly identical

    here lemme fix dat

    Code:
    class CMovementInfo
    {
    public:
            char unknown0[16]; //0x0000
        idVec3 vecPos; //0x0010  
        float fHeading; //0x001C  
            char unknown32[24]; //0x0020 theres like 5 pitches
        WOWGUID wTransportGuid; //0x0038  
        DWORD dwMoveFlags; //0x0040  
        DWORD dwMoveFlags2; //0x0044  This is a weird one, only one byte seems to be used. 
            char unknown72[20]; //0x0048
        DWORD dwTimeMoved; //0x005C  
            char unknown96[12]; //0x0060
        float fSinAngle; //0x006C  
        float fCosAngle; //0x0070  
            char unknown116[8]; //0x0074
        DWORD dwFallTime; //0x007C  
        float fFallStartHeight; //0x0080  
        float fLastFailHeight; //0x0084
        float fCurrentSpeed; //0x0088
        float fWalkSpeed; //0x008C  
        float fRunSpeed; //0x0090  
        float fRunBackSpeed; //0x0094 lolfail forgot to include RunBackSpeed
        float fSwimSpeed; //0x0098  
        float fSwimBackSpeed; //0x009C 
        float fFlySpeed; //0x00A0  loldublefail no walkbackspeed
        float fFlyBackSpeed; //0x00A4 
        float fTurnSpeed; //0x00A8
        char lolidkmybffjil[8]; // 0x00AC
        float fJumpVelocity; //0x00B4 
    };//Size=0x00B8(184)

  7. #7
    g3gg0's Avatar Active Member
    Reputation
    32
    Join Date
    Mar 2008
    Posts
    86
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    is that now the struct again, just fixed that things i mentioned
    or did you reverse that yourself and these values are for sure correct?

  8. #8
    g3gg0's Avatar Active Member
    Reputation
    32
    Join Date
    Mar 2008
    Posts
    86
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    +48 UnitX of last direction change
    +4C UnitY of last direction change
    +50 UnitZ of last direction change
    +54 Facing of last direction change
    +58 Pitch of last direction change
    +5C time moving since last direction change

  9. #9
    arigity's Avatar Banned
    Reputation
    49
    Join Date
    Dec 2007
    Posts
    548
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    is that now the struct again, just fixed that things i mentioned
    or did you reverse that yourself and these values are for sure correct?
    i checked most of them.

Similar Threads

  1. Where do we set the movement info structure fields?
    By amadmonk in forum WoW Memory Editing
    Replies: 10
    Last Post: 02-25-2011, 08:23 AM
  2. THE ULTIMATE 'movement' HACK
    By Gog123456 in forum World of Warcraft Bots and Programs
    Replies: 77
    Last Post: 02-03-2007, 01:23 PM
  3. Field Duty Tips
    By impulse102 in forum World of Warcraft Exploits
    Replies: 1
    Last Post: 05-21-2006, 02:29 AM
  4. Complete Silithus "Field Duty" quest twice
    By Matt in forum World of Warcraft Exploits
    Replies: 0
    Last Post: 03-27-2006, 12:19 PM
All times are GMT -5. The time now is 04:09 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search