Help in Getting States of player ? menu

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  1. #1
    ninar1's Avatar Member
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    Help in Getting States of player ?

    Hi to all , this is my first post and also my first question.

    My data gathering works,thats not my problem

    first of all my struct looks like:
    Code:
    sPlayer struct
    ObjectExtraInfo <>
    sObjectFields <>
    sUnitFields <>
    sPlayerFields <>
    sPlayer EndS
    ObjectExtraInfo has e.g.coords and so on
    Code:
    sObjectFields struct 
    OBJECT_FIELD_GUID_l					dword  	?	;00h-byte	;00h
    OBJECT_FIELD_GUID_h					dword  	?	;04h-byte	;01h
    OBJECT_FIELD_TYPE					dword  	?	;08h-byte	;02h
    ...
    Code:
    sUnitFields struct
    UNIT_FIELD_CHARM_l					dword  	?	;0x18	06h
    UNIT_FIELD_CHARM_h					dword  	?	;0x1C	07h
    ...
    thats al working
    also the standart things work like
    Code:
    GetLocalPlayerCoord proc
    		mov eax,MyLocalPlayer.MyObjectOffset
    		add eax,798h
    		invoke ReadProcessMemory, hProcess, eax,addr MyLocalPlayer.PlayerCoordX, 20d, 0
    	Ret
    GetLocalPlayerCoord EndP
    798h for Player 0E8h for objects

    Now my question.

    Where do i find ,if my char is moving,standing,flying ?
    for moveing i could compare my last position to my current, but i hope to find such from a unitfield,just wanna know if NUM is active

    For sitting the is a field:
    UNIT_FIELD_BYTES_1
    NONE=0 SIT=1 SIT_CHAIR=2 SLEEP=3 SIT_LOW_CHAIR=4 SIT_MEDIUM_CHAIR=5 SIT_HIGH_CHAIR=6 DEAD=7 KNEEL=8

    and second question :
    rotation while walking on the ground is 2d (only horizontal)

    but what is when i use a flying mount ?
    there is an other axis involved (up and down)
    is there something spezified ?

    Greetz ninar1
    _______________________
    And sry for my poor english
    Last edited by ninar1; 07-27-2009 at 05:31 PM.

    Help in Getting States of player ?
  2. #2
    hellblader53's Avatar Member
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    Well I'm not sure about a field that says whether you're flying/standing/normal mounted/etc.
    But I use PlayerBase + 0x814 to tell me whether I'm mounted and stuff while moving. It says:
    0 while standing still
    7 while moving forward with no movement speed bonus
    14 while moving with no movement speed bonus on 100% mount
    16.1 while moving with pursuit of justice on 100% mount
    16.8 while moving with crusader aura on 100% mount

    Not sure about your other stuff, but that might be useful to you.

  3. #3
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by hellblader53 View Post
    PlayerBase + 0x814
    I think you mean +0x81C.

  4. #4
    ninar1's Avatar Member
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    thanks for your answer

    PlayerSpeed will also do the job.

    814h seams to work
    81Ch returns me constant 7.0f

  5. #5
    akh's Avatar Member
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    I use some flags that are stored at [[unitBase+0xD8]+0x44]:
    Code:
    enum eUnitFlags
    {
    	UF_MOVING_FORWARD	= 0x1,
    	UF_MOVING_BACKWARD	= 0x2,
    	UF_TURNING_LEFT		= 0x10,
    	UF_TURNING_RIGHT	= 0x20,
    	UF_DEAD				= 0x800,
    	UF_FALLING			= 0x1000,
    	UF_SWIMMING			= 0x200000,
    	UF_MOVING_UP		= 0x400000,
    	UF_MOVING_DOWN		= 0x800000,
    	UF_FLYINGMOUNT		= 0x1000000,
    	UF_FLYING			= 0x2000000,
    	UF_WATERWALKING		= 0x10000000,
    };
    Last edited by akh; 07-28-2009 at 05:05 AM.

  6. #6
    Nesox's Avatar ★ Elder ★
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    There's a pointer to a big movement struct at 0x788 for units and players, dunno if it exists for. Gameobjects tho

  7. #7
    Apoc's Avatar Angry Penguin
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    Originally Posted by Nesox View Post
    There's a pointer to a big movement struct at 0x788 for units and players, dunno if it exists for. Gameobjects tho
    Why would it? GameObjects don't move!

  8. #8
    Nesox's Avatar ★ Elder ★
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    Originally Posted by Apoc View Post
    Why would it? GameObjects don't move!
    duh my gameobject's liek to move

  9. #9
    ninar1's Avatar Member
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    found the Horizial rotaion

    UnitX dword ?
    UnitY dword ?
    UnitZ dword ?
    BLanko1 dword ?
    UnitRotation dword ?
    UnitRotationHoriz dword ?

    After IEEE 754 spezifikation:

    FlightDown dd 0BFC6D3F2h
    FlightUp dd 03FC6D3F2h

    its not PI/2 but even


    UnitRotationHoriz calculation for a new waypoint could be:
    Code:
    FLD		NextWayPointDistanceZ
    FLD		NextWayPointDistance2D
    FPATAN
    FWAIT
    FSTP	NextWayPointFaceHoriz

  10. #10
    flo8464's Avatar Active Member
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    For Flying you might wanna look on IsFlying

    Code:
    .text:006A7420 isFlying        proc near               ; DATA XREF: .data:00A3CB0Co
    .text:006A7420
    .text:006A7420 var_8           = qword ptr -8
    .text:006A7420 arg_0           = dword ptr  8
    .text:006A7420
    .text:006A7420                 push    ebp
    .text:006A7421                 mov     ebp, esp
    .text:006A7423                 call    sub_7BC8D0
    .text:006A7428                 push    0A1h
    .text:006A742D                 push    offset aCBuildserve_14 ; "c:\\BuildServer\\bs1\\work\\WoW-code\\branch"...
    .text:006A7432                 push    10h
    .text:006A7434                 push    edx
    .text:006A7435                 push    eax
    .text:006A7436                 call    sub_7BE110
    .text:006A743B                 add     esp, 14h
    .text:006A743E                 test    eax, eax
    .text:006A7440                 jz      short loc_6A749F
    .text:006A7442                 mov     ecx, [eax+0F40h]
    .text:006A7448                 test    ecx, ecx
    .text:006A744A                 jz      short loc_6A7475
    .text:006A744C                 cmp     dword ptr [ecx+14h], 3
    .text:006A7450                 jnz     short loc_6A7475
    .text:006A7452                 mov     edx, [eax]
    .text:006A7454                 push    0E96h
    .text:006A7459                 push    offset a_Scriptevents_ ; ".\\ScriptEvents.cpp"
    .text:006A745E                 mov     ecx, eax
    .text:006A7460                 mov     eax, [edx+30h]
    .text:006A7463                 push    8
    .text:006A7465                 call    eax
    .text:006A7467                 push    edx
    .text:006A7468                 push    eax
    .text:006A7469                 call    sub_7BE110
    .text:006A746E                 add     esp, 14h
    .text:006A7471                 test    eax, eax
    .text:006A7473                 jz      short loc_6A749F
    .text:006A7475
    .text:006A7475 loc_6A7475:                             ; CODE XREF: isFlying+2Aj
    .text:006A7475                                         ; isFlying+30j
    .text:006A7475                 mov     ecx, [eax+0D8h]
    .text:006A747B                 test    dword ptr [ecx+44h], 2000000h
    .text:006A7482                 jz      short loc_6A749F
    .text:006A7484                 fld1
    .text:006A7486                 mov     edx, [ebp+arg_0]
    .text:006A7489                 sub     esp, 8
    .text:006A748C                 fstp    [esp+8+var_8]
    .text:006A748F                 push    edx             ; int
    .text:006A7490                 call    lua_pushnumber
    .text:006A7495                 add     esp, 0Ch
    .text:006A7498                 mov     eax, 1
    .text:006A749D                 pop     ebp
    .text:006A749E                 retn
    .text:006A749F ; ---------------------------------------------------------------------------
    .text:006A749F
    .text:006A749F loc_6A749F:                             ; CODE XREF: isFlying+20j
    .text:006A749F                                         ; isFlying+53j ...
    .text:006A749F                 mov     eax, [ebp+arg_0]
    .text:006A74A2                 push    eax
    .text:006A74A3                 call    lua_pushnil
    .text:006A74A8                 add     esp, 4
    .text:006A74AB                 mov     eax, 1
    .text:006A74B0                 pop     ebp
    .text:006A74B1                 retn
    .text:006A74B1 isFlying        endp

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