Sigh. If you don't know what he's talking about, you're just C&Ping.
Sigh. If you don't know what he's talking about, you're just C&Ping.
AsmUpdateCurMgr();
You really must love copy pasta, dont eat ureself to death, *protip*
Can someone contribute the PlayerSpeed offset? I've searched for that one for ages...
speedoffsets (all are floats):
walkspeed: objectbase + 0x818
runspeed: objectbase + 0x81C
backrunspeed: objectbase + 0x820
swimspeed: objectbase + 0x824
backswimspeed: objectbase + 0x828
flyspeed: objectbase + 0x82C
backflyspeed: objectbase + 0x830
turnrate (radians per second): objectbase + 0x834
working for units and players and the static playerbase.
Does anyone know where the type (beast, humanoid, drachkin, etc), family (wolf, spider, ...) and/or rank (elite, rare, ...) is stored? Looked for them in the memory since houres finding some static offsets to the belonging objectbase, but cant find anything...
Last edited by Cromon; 08-16-2009 at 06:29 AM.
Thanks Cromon, +Rep
Maybe have a look at lua functions like UnitCreatureType? ( 0x596030 Lua_UnitCreatureType from Apoc/jjaa's lua dump)
The more interesting subcall is
which returns the type id, then the lua function looks up the actual name ( "Beast", "Humanoid", .. ) in a DBC.Code:00596070 8BC8 MOV ECX,EAX 00596072 E8 89121000 CALL WoW.00697300
Edit: For the other stuff:
UnitClassification("unit") - Returns the classification of the specified unit (e.g., "elite" or "worldboss").
UnitCreatureFamily("unit") - Returns the type of creature of the specified unit (e.g., "Crab").
UnitCreatureType("unit") - Returns the classification type of creature of the specified unit (e.g., "Beast").
Edit2: Meh, I'm bored.
(for units)
UnitCreatureFamily = [[pUnit + 0x968] + 0x14]
UnitCreatureType = [[pUnit + 0x968] + 0x10]
Last edited by SKU; 08-16-2009 at 08:10 AM.
Found that there for UnitCreatureType:
.text:00697342 mov eax, [ecx+968h]
.text:00697348 test eax, eax
.text:0069734A jz short loc_697350
.text:0069734C mov eax, [eax+10h]
So it may be [Unitbase + 0x968] + 0x10] for the type?
/edit:
Ok, you were faster, at least i found the right thing too![]()
Hi, I fail at search.
What do you guys call the "OnEvent" function that lets you intercept all frame events? In Lua it's... OnEvent, but I dunno what the native function is.
There's only one consumer of the string "OnEvent" that I've seen (at 0x007CBF00).
I just don't know what you guys call this offset or I would have found it already...
Don't believe everything you think.
Thanks, Apoc, that sounds like exactly what I need. I'll detour them and see what I get.
Don't believe everything you think.
Did something change in SelectUnit? My Fasm is throwing exceptions.
My offset is 0x004C44E0 for 3.2.
Also anyone UnitFields and other structs? The ones from http://www.mmowned.com/forums/wow-me...s-structs.html seem to be horribly wrong.Code:var hi = (uint)((guid >> 32) & 0xFFFFFFFF); var lo = (uint)(guid & 0xFFFFFFFF); magic.Asm.AddLine("push {0}", hi); magic.Asm.AddLine("push {0}", lo); magic.Asm.AddLine("call {0}", Constants.Functions.SelectUnit);
Last edited by Viano; 08-17-2009 at 12:46 PM.
Viano
From a brief look, they seem wrong because they dont take into account that certain descriptors start after other descriptors, which was a change a good few patches ago. But then again, it depends on how you read them in the end, just my twocents
And also, it seems like it didn't change anywhere. Fire up IDA and simply cross reference to see how the function is called, and from a 5 second look it doesn't seem different.
Code:.text:004C4B79 8B 4C 06 04 mov ecx, [esi+eax+4] .text:004C4B7D 8B 14 06 mov edx, [esi+eax] .text:004C4B80 51 push ecx .text:004C4B81 52 push edx .text:004C4B82 E8 59 F9 FF FF call SelectUnit
Last edited by ramey; 08-17-2009 at 01:08 PM.
Combopoint Offset: 0x1127811
Is it possible to reverse the Lua Function "IsAutoRepeatAction" to get a value for each slot like ActionBar Offset??