Problem with updating position menu

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  1. #1
    flo8464's Avatar Active Member
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    Problem with updating position

    Hi.

    I read my position by reading from objmgr + xyz-offset.

    That works fine, at least for most of the time.

    But for some strange reason I always get the exact same values when I run straight without jumping/turning left/right.

    So if I just use auto-walk, the value I get never changes which is actually very bad.

    This sounds weird...any workaround for this except turning left/right while moving?

    Thanks.

    Problem with updating position
  2. #2
    kynox's Avatar Member
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    wtf? Why are you reading from the object manager. Do some research.

  3. #3
    flo8464's Avatar Active Member
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    Originally Posted by kynox View Post
    wtf? Why are you reading from the object manager. Do some research.
    Because I thought its more efficient to just read the object manager if I want to know the position of other objects, too.

    But ok, seems like its completly stupid and I gotta look for some other solution.

  4. #4
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by flo8464 View Post
    Because I thought its more efficient to just read the object manager if I want to know the position of other objects, too.

    But ok, seems like its completly stupid and I gotta look for some other solution.

    Zzzz. No. He means why are you adding the XYZ offsets to the object manager. You need to get the target object out of the object manager then add the position offset to that.

  5. #5
    boredevil's Avatar Active Member
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    to point you in the right direction:

    the object manager holds more gameobjects than your player, so you loop through your manager

    (objectmanager + firstobjectoffset) = currentobject
    (currentobject + nextobjectoffset) = currentobject

    check if currentobject is the one you are looking for, and read currentobject + x,y,z, health, whatever offset

    if you need more information, just read every threat on the first page of this forum, or google for "shynd"

  6. #6
    flo8464's Avatar Active Member
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    Originally Posted by Cypher View Post

    Zzzz. No. He means why are you adding the XYZ offsets to the object manager. You need to get the target object out of the object manager then add the position offset to that.
    Thats what I am doing. Just expressed wrong.

    Of course I mean curobj + offset.

    @boredevil: Thanks, but I know how to loop through the objects.

    The Problem just is:

    Position: 10,10, 10
    I move a step forwards: 11,10,10
    etc

    But if I use Autowalk for example or manuelly run straight ahead without moving left/right /jumping while running the value I read (10,10,10) never changes (before I run against a wall, the character moves a bit left because of collision --> correct value again).
    Last edited by flo8464; 05-07-2009 at 06:50 AM.

  7. #7
    unbekannt1's Avatar Member
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    I have the same problem. When im reading local player xyz it only changes when a movement key is up.

  8. #8
    boredevil's Avatar Active Member
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    what offsets are you reading from?

  9. #9
    Jadd's Avatar 🐸 Premium Seller
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    Read from:
    [[[[0x10B65F4]0x34]0x24]0x798] for player X.
    [[[[0x10B65F4]0x34]0x24]0x79C] for player Y.
    [[[[0x10B65F4]0x34]0x24]0x7A0] for player Z.

    Then write to these addresses (adding or subtracting 0.13 (AFAIK, this is the most distance you can get without extra serverside bypasses etc.)).

  10. #10
    unbekannt1's Avatar Member
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    This does not answer the question....

    i read from wow.ReadUInt(wow.ReadUInt(wow.ReadUInt(baseAdress) + 0x34) + 0x24) the playeradress and then using 0x7D4,0x7D8,0x7DC as offsets.

  11. #11
    flo8464's Avatar Active Member
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    I read from

    #define PLAYER_OFFSET 0xC0
    #define FIRST_OBJ_OFFSET 0xAC
    #define NEXT_OBJ_OFFSET 0x3C

    #define OBJECT_GUID_OFFSET 0x30

    #define OBJECT_XPOS_OFFSET 0x7D4
    #define OBJECT_YPOS_OFFSET 0x7D8
    #define OBJECT_ZPOS_OFFSET 0x7DC
    #define OBJECT_FACING_OFFSET 0x7E0

    which aren't wrong, at least while moving I get 100% correct values.

  12. #12
    apollo0510's Avatar Active Member
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    Hi guys,

    I urge you, not to use the method of x = pObject + x_offset because that is not reflecting the real implementation.

    Method A (preferred):

    Code:
    class CWoWPos
    {
    public:
        float x;
        float y;
        float z;
    };
    
    class OBJECT_STRUCT
    {
    public:
    	virtual void Function0()=0;
        virtual void Function1()=0;
        virtual void Function2()=0;
        virtual void Function3()=0;
        virtual void Function4()=0;
        virtual void Function5()=0;
        virtual void Function6()=0;
        virtual void Function7()=0;
        virtual void Function8()=0;
        virtual void Function9_GetPosition(CWoWPos & MyPos)=0;
        virtual float Function10_GetFacing()=0;
    
    ...
    use the virtual function 9 and 10 to read position and facing from objects. That method works for EVERYTHING.

    or use Method B :

    Code:
    class CMovementInfo
    {
    public:
        char		unknown0[16]; //0x0000
        float x;	// 0x10
        float y;    // 0x14
        float z;    // 0x18
        float unknown1c; // 0x1c
        float direction; // 0x20
        float tilt;      // 0x24
        float		unknown[4];    // 0x28 
        OBJECT_GUID TransportGuid; //0x0038  
        DWORD       NewIn3_1;  //0x0040  
        DWORD		MoveFlags; //0x0044  
    };
    
    enum MovementFlags
    {
        MOVEFLAG_MOVE_FORWARD  = 0x01,
        MOVEFLAG_MOVE_BACKWARD = 0x02,
        MOVEFLAG_STRAFE_LEFT   = 0x04,
        MOVEFLAG_STRAFE_RIGHT  = 0x08,
        MOVEFLAG_TURN_LEFT     = 0x10,
        MOVEFLAG_TURN_RIGHT    = 0x20,
        MOVEFLAG_PITCH_DOWN    = 0x40,
        MOVEFLAG_PITCH_UP      = 0x80,
    };
    
    class OBJECT_STRUCT
    {
    public:
    
        ...
        CMovementInfo* m_pMovementInfo; // at pObject + 0xD8 !!!!
        ...
    };

    Greetings

    Apollo

  13. #13
    boredevil's Avatar Active Member
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    they are not wrong??? because you are not always getting the right values? -> doesn´t make sense

    please first try the xyz offsets others suggest you. jetlagjed already answered your question

  14. #14
    Nesox's Avatar ★ Elder ★
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    uint pUnit = wow.ReadUInt(BaseAdress);

    float x = wow.ReadFloat(pUnit + 0x79;
    float y = wow.ReadFloat(pUnit + 0x79C);
    float z = wow.ReadFloat(pUnit + 0x7A0);

    That works.
    Just copy pasta it o.O
    Last edited by Nesox; 05-09-2009 at 07:23 AM.

  15. #15
    flo8464's Avatar Active Member
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    Thanks for your help guys.

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