When calling ITEM_FIELD_ENCHANTMENT_*_1 it seems to return a GUID.
If so, does anyone know what the object handler is for this GUID?
When calling ITEM_FIELD_ENCHANTMENT_*_1 it seems to return a GUID.
If so, does anyone know what the object handler is for this GUID?
It's a guid. GetObjectByGUID -> Use VMT just like all other objects
Just felt I should post these address for some copy-pasta
s_gravityRate = 0x9A049C
s_terminalVelocity = 0xA458E0
Hey i just wonder is PB + 0x840 still "jump offset"
Not sure what that is, but +0x840 is probably in the movementfields. You'll have to check. Not really that hard(though the movement struct has slightly changed).
The movement info is at pObj+0x788
It's 0xBC (?) long. So there ya go.
pObj+0x840 == pMoveInfo->JumpVelocity // (End of MoveInfo struct)
I've seen a lot of checking at that offset, not sure if it's detected though... Probably not, since it's in .data seg. Gonna go try it since InfiniteJump doesn't work anymore. I think the server started checking your startHeight and landHeight from the jumps.
Some updated stuff I've found. Still searching for the rest of the control flags.
I'm fairly sure the 'higher' flags are just to let WoW know which input device is being used. (Eg; Mouse/Keyboard/Joystick/etc) Though, I could be wrong (and probably am).Code:[Flags] public enum MovementDirection : uint { None = 0, RMouse = (1 << 0), // 0x1, LMouse = (1 << 1), // 0x2, // 2 and 3 not used apparently. Possibly for flag masking? Forward = (1 << 4), // 0x10, Backward = (1 << 5), // 0x20, StrafeLeft = (1 << 6), // 0x40, StrafeRight = (1 << 7), // 0x80, TurnLeft = (1 << 8), // 0x100, TurnRight = (1 << 9), // 0x200, PitchUp = (1 << 10), // 0x400, PitchDown = (1 << 11), // 0x800, AutoRun = (1 << 12), // 0x1000, JumpAscend = (1 << 13), // 0x2000, Descend = (1 << 14), // 0x4000, ClickToMove = (1 << 22), // 0x400000 // 25 used somewhere. Can't figure out what for. Checked in Lua_IsMouseTurning. Possible camera turn? // Or mouse input flag? (Flag used: 0x2000001) }
The ClickToMove flag is just to turn it on/off. It has no effect on actual movement whatsoever. (Think of it as turning the option to use it, on or off)
If you don't know where these flags are used. Tough shit. Go find out.
Arn't these flags the ones used to set your animation status?
Last edited by FenixTX2; 07-16-2009 at 03:40 PM.
hellu, ive got a( most likely) simple question.
whats the fastest way to retrieve xyz info from gameobjects other then type 3.
so static gameobjects like type 5. as there is no descriptor for those fields.
u need to retreive the xyz by its GUID ?
im sure anyone knowns a simple and strict anwser to this
You offset from the base address of the object.
hmm so they changed this in a recent version?
if i remember it was a discriptor(offset) before..., right?
is there any relatively simple function that calls the objPos?
There are no static gameobjects, all objects are allocated dynamically.
However to get the xyz of a gameobject you just add the right offsets wich has already been posted I won't post them, l2usethe****ingsearchbuttonbeforepostingandreadthe****ingsectionrulesplzthxbye
dont think i didnt search for it, but according to the failing of all the offsets i tried, i suggest to post it over here
0xE8,0xEC,0xF0
0x40,0x44,0x48
are ones that i found over here and that seem to fail.