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  1. #151
    Apoc's Avatar Angry Penguin
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    Code:
        [Flags]
        internal enum MovementFlags
        {
            Forward = 0x1,
            Backward = 0x2,
            StrafeLeft = 0x4,
            StrafeRight = 0x8,
    
            StrafeMask = StrafeLeft | StrafeRight,
    
            Left = 0x10,
            Right = 0x20,
    
            TurnMask = Left | Right,
    
            MoveMask = Forward | Backward | StrafeMask | TurnMask,
    
            PitchUp = 0x40,
            PitchDown = 0x80,
            Walk = 0x100,
            TimeValid = 0x200,
            Immobilized = 0x400,
            DontCollide = 0x800,
            // JUMPING
            Redirected = 0x1000,
            Rooted = 0x2000,
            Falling = 0x4000,
            FallenFar = 0x8000,
            PendingStop = 0x10000,
            Pendingunstrafe = 0x20000,
            Pendingfall = 0x40000,
            Pendingforward = 0x80000,
            PendingBackward = 0x100000,
            PendingStrafeLeft = 0x200000,
            PendingStrafeRght = 0x400000,
            PendMoveMask = 0x180000,
            PendStrafeMask = 0x600000,
            PendingMask = 0x7f0000,
            Moved = 0x800000,
            Sliding = 0x1000000,
            Swimming = 0x2000000,
            SplineMover = 0x4000000,
            SpeedDirty = 0x8000000,
            Halted = 0x10000000,
            Nudge = 0x20000000,
    
            FallMask = 0x100c000,
            Local = 0x500f400,
            PitchMask = 0xc0,
            MotionMask = 0xff,
            StoppedMask = 0x3100f,
        }

    [WoW][3.2.2] Info Dump Thread
  2. #152
    Flowerew's Avatar Master Sergeant
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    Originally Posted by lanman92 View Post
    Are the float units used in the addon functions the same 'scale' as the ones in actual memory?
    Don't think so. If I remember correctly, coordinates on the map are always between 0-100 and since every map is of different size I doubt them to be the same...but then, I didn't really check what I just said because I have a hangover and I don't care if my statement is valid

    Thanks for the complete movement flags, Apoc. I didn't really check the constant data thread, my fault.

  3. #153
    amadmonk's Avatar Active Member
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    Originally Posted by Flowerew View Post
    Don't think so. If I remember correctly, coordinates on the map are always between 0-100 and since every map is of different size I doubt them to be the same...but then, I didn't really check what I just said because I have a hangover and I don't care if my statement is valid

    Thanks for the complete movement flags, Apoc. I didn't really check the constant data thread, my fault.
    Adding to this, converting between addon coords (which are just a percentage of the current map's X/Y) to yards is a pain in the ass, IIRC.
    Don't believe everything you think.

  4. #154
    namreeb's Avatar Legendary

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    Originally Posted by Flowerew View Post
    Don't think so. If I remember correctly, coordinates on the map are always between 0-100 and since every map is of different size I doubt them to be the same...but then, I didn't really check what I just said because I have a hangover and I don't care if my statement is valid

    Thanks for the complete movement flags, Apoc. I didn't really check the constant data thread, my fault.
    I think this is how UI mods display them, but I believe that your coordinates on the continent's system are also available to you.

  5. #155
    audible83's Avatar Member
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    I _thought_ you could find the edge real x,y of each area in the dbc files. ( Areatable.dbc/Map.dbc or something related.)
    So you can probably use that to make your way. Problem will always be the lack of z value though..
    Last edited by audible83; 12-03-2009 at 12:27 PM.

  6. #156
    amadmonk's Avatar Active Member
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    Originally Posted by audible83 View Post
    I _thought_ you could find the edge real x,y of each area in the dbc files. ( Areatable.dbc/Map.dbc or something related.)
    So you can probably use that to make your way. Problem will always be the lack of z value though..
    QFT. I still swear that the Z limits must be in memory somewhere; I can't imagine that the game client has to go through all of the tortuous tile conversion stuff that you have to go through when RE'ing the db files.
    Don't believe everything you think.

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