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  1. #16
    schlumpf's Avatar Retired Noggit Developer

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    Btw: What have these functions been for:?
    Bot_QueryAreaId
    Bot_GeneratePath
    Bot_GetWanderPoint
    BotClientSetAccount
    BotClientAddKnownSpell
    BotClientLoseTarget
    CGPlayer_C::BotMove
    CGPlayer_C::BotSpline

    Problems calling ObjectByGuid / Console stuff
  2. #17
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by schlumpf View Post
    Btw: What have these functions been for:?
    Bot_QueryAreaId
    Bot_GeneratePath
    Bot_GetWanderPoint
    BotClientSetAccount
    BotClientAddKnownSpell
    BotClientLoseTarget
    CGPlayer_C::BotMove
    CGPlayer_C::BotSpline
    GeneratePath does nothing:
    Code:
    ; #line "D:\build\buildWoW\WoW\Source\Client.cpp" 1598
    
    
    ; ecx=__formal (REGISTER|PARAMETER|LOCAL)
    ; edx=__formal (REGISTER|PARAMETER|LOCAL)
    
    ; __int32 __fastcall __near Bot_GeneratePath(struct NTempest::C3Vector *__formal, struct NTempest::C3Vector *__formal, struct TSStackArray<NTempest::C3Vector> *__formal)
    ?Bot_GeneratePath@@YIHABVC3Vector@NTempest@@0AAV?$TSStackArray@VC3Vector@NTempest@@@@@Z proc near
    xor     eax, eax
    ; #line "D:\build\buildWoW\WoW\Source\Client.cpp" 1599
    retn    4
    ?Bot_GeneratePath@@YIHABVC3Vector@NTempest@@0AAV?$TSStackArray@VC3Vector@NTempest@@@@@Z endp


    As for the rest, I checked a few and it just looks like code to test movement, or it may be used in generating paths for other units, but I doubt that, too lazy to look closely. There's lots of debug code in the alpha that is no longer in the actual client. If you bothered to look you would've seen that for yourself.

  3. #18
    schlumpf's Avatar Retired Noggit Developer

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    Originally Posted by Cypher View Post
    GeneratePath does nothing:
    Code:
    ; #line "D:\build\buildWoW\WoW\Source\Client.cpp" 1598
    
    
    ; ecx=__formal (REGISTER|PARAMETER|LOCAL)
    ; edx=__formal (REGISTER|PARAMETER|LOCAL)
    
    ; __int32 __fastcall __near Bot_GeneratePath(struct NTempest::C3Vector *__formal, struct NTempest::C3Vector *__formal, struct TSStackArray<NTempest::C3Vector> *__formal)
    ?Bot_GeneratePath@@YIHABVC3Vector@NTempest@@0AAV?$TSStackArray@VC3Vector@NTempest@@@@@Z proc near
    xor     eax, eax
    ; #line "D:\build\buildWoW\WoW\Source\Client.cpp" 1599
    retn    4
    ?Bot_GeneratePath@@YIHABVC3Vector@NTempest@@0AAV?$TSStackArray@VC3Vector@NTempest@@@@@Z endp


    As for the rest, I checked a few and it just looks like code to test movement, or it may be used in generating paths for other units, but I doubt that, too lazy to look closely. There's lots of debug code in the alpha that is no longer in the actual client. If you bothered to look you would've seen that for yourself.
    I know that it does nothing (most are just return( 0 ); ). I just wondered, what their intended use was.

  4. #19
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Robske007a View Post
    Actually, that's not my account on the screenshot - but someone I want to get banned. I have done it all in photoshop... or haven't I?

    Screenshots are worthless as evidence.

    I doubt they care to ban 1 player out of 10 million just because he plays around with his client-side models... Even moreso, I doubt they care to ban individuals at all. especially based on a screenshot.

    'Ontopic': The path generated for abilities like charge/intercept/intervene and general unit pathing is done serverside right?

    Yes. It is done serverside. The client receives the generated paths in packets.

    (Talking about unit pathing here, not sure about charge/infercept/blink/etc)

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