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  1. #46
    FenixTX2's Avatar Active Member
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    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?

    3.1.3 info dump
  2. #47
    ramey's Avatar Member
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    It's a guid. GetObjectByGUID -> Use VMT just like all other objects

  3. #48
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Robske View Post
    Object struct layout hasn't changed in a while, it's still the same...

    Do you people even try your crap before you ask questions here?

    Nope. They just copy-paste.

  4. #49
    lanman92's Avatar Active Member
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    Just felt I should post these address for some copy-pasta

    s_gravityRate = 0x9A049C
    s_terminalVelocity = 0xA458E0

  5. #50
    WannaBeProgrammer's Avatar Member
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    Hey i just wonder is PB + 0x840 still "jump offset"

  6. #51
    lanman92's Avatar Active Member
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    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).

  7. #52
    Apoc's Avatar Angry Penguin
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    The movement info is at pObj+0x788

    It's 0xBC (?) long. So there ya go.

    pObj+0x840 == pMoveInfo->JumpVelocity // (End of MoveInfo struct)

  8. #53
    lanman92's Avatar Active Member
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    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.

  9. #54
    Apoc's Avatar Angry Penguin
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    Some updated stuff I've found. Still searching for the rest of the control flags.

    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)
        }
    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).

    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.

  10. #55
    FenixTX2's Avatar Active Member
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    Arn't these flags the ones used to set your animation status?
    Last edited by FenixTX2; 07-16-2009 at 03:40 PM.

  11. #56
    felixdekat's Avatar Member
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    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

  12. #57
    FenixTX2's Avatar Active Member
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    You offset from the base address of the object.

  13. #58
    felixdekat's Avatar Member
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    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?

  14. #59
    Nesox's Avatar ★ Elder ★
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    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

  15. #60
    felixdekat's Avatar Member
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    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.

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