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  1. #1
    rootguy's Avatar Member
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    CastPetAction

    I reversed this lua function and found the actual
    Code:
    void CastPetAction(unsigned long* actionbar_slot, u_int64_t* target, unsigned long unk);
    function.

    Now my question is regarding the petactionbar_slot.
    It points to a 32 bit value anded with 0x0FFFFFF to get the actual spell id of the slot, somewhere in the function it tests the most significant byte and ands it with 0x3F (if irc).
    Does anyone have a clue on what flags they use on these ids?
    I've seen values of 0xC1, 0x70, 0x60.
    0x70 is used with the attack, stay and follow spells,
    0xC1 is used with regular spells and 0x60 with the pet stances.
    There may be more.

    CastPetAction
  2. #2
    vulcanaoc's Avatar Member
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    This does entirely defeat the purpose, but you could just use Lua.

    /nothelpful

  3. #3
    rootguy's Avatar Member
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    yea cause its working perfectly with giving the slot number or oring those values with the spell id and pass a pointer to that.
    I was just wondering why, and well taking into account that you have to pass eg 2 for attack and also for passive stance it makes some sense.

  4. #4
    rootguy's Avatar Member
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    I figured this out a while ago but i guess i'll share it to complete the info here.
    The flags indicate wether the spell can be autocast and if autocasting is enabled.
    The function at 0x56a470 takes a 32 bit value, the spell id, and returns a pointer to the spell id and the flags.
    Shift the value 0x1F to the right and compare to 1 to see if it can autocast.
    Shift the value 0x1E to the right and compare to 1 to see if autocast is enabled

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