[3.3.0a] Retrieve Interaction Type menu

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  1. #1
    kynox's Avatar Member
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    [3.3.0a] Retrieve Interaction Type

    Code:
    CGUnit_C+0x94 = InteractionType (int)
    
    enum InteractionType
    {
        None = 0,
        LowLevelQuest,
        LowLevelRepeatableHandin,
        LowLevelRepeatableAvailable,
        QuestAvailable,
        QuestUncompleted,
        QuestFuture,
        TaxiPathAvailable,
        None2,
        QuestHandin,
        RepeatableHandin,
        RepeatableAvailable,
    }
    Enjoy this delicious copy-pasta.

    [3.3.0a] Retrieve Interaction Type
  2. #2
    Robske's Avatar Contributor
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    So how do I do this in AutoIt.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  3. #3
    Apoc's Avatar Angry Penguin
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    Wouldn't that be CGObject_C+0x94?

    Seeing as how CGUnit_C doesn't start until 0xD0...

    You stoopid!

  4. #4
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Apoc View Post
    Wouldn't that be CGObject_C+0x94?

    Seeing as how CGUnit_C doesn't start until 0xD0...

    You stoopid!
    A derived type still contains all the members of the base type, and is still addressed from offset 0 in absolute terms. Fail troll is fail.

    You stoopid!

    On another note:

  5. #5
    Apoc's Avatar Angry Penguin
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    Well; CGGameObject_C and CGItem_C have the same interaction types. So it'd still be within CGObject_C. Only difference being whether or not the ? or ! is shown. Just avoiding confusion (and countless stupid questions from idiots.)

    I'm well aware of inheritance you tool.

  6. #6
    amadmonk's Avatar Active Member
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    Nesox didn't you, um, just reverse this the other day? I seem to recall discussing it in MSN...
    Don't believe everything you think.

  7. #7
    Flowerew's Avatar Master Sergeant
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    Thanks Kynox, just what I was looking for. \o/

    p.s.: Uhm, isn't it more like CGObject_C+0x90?!
    Last edited by Flowerew; 12-30-2009 at 10:40 AM.

  8. #8
    Nesox's Avatar ★ Elder ★
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    Originally Posted by amadmonk View Post
    Nesox didn't you, um, just reverse this the other day? I seem to recall discussing it in MSN...
    yea i did was pretty fun but i was only looking for the interaction types for quests

  9. #9
    RoKFenris's Avatar Member
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    Originally Posted by Flowerew View Post
    p.s.: Uhm, isn't it more like CGObject_C+0x90?!
    I also found it at 0x90...
    BTW, the enums I've found are different too, the ones I could determine up to now are:
    Code:
    enum eInteractionType
    {
        INT_None                        = 0x0,
        INT_LowLevelQuest               = 0x2,
        INT_LowLevelRepeatableHandin    = 0x3,
        INT_LowLevelRepeatableAvailable = 0x4,
        INT_QuestUncompleted            = 0x5,
        INT_RepeatableHandin            = 0x6,
        INT_RepeatableAvailable         = 0x7,
        INT_QuestAvailable              = 0x8,
        INT_QuestHandin                 = 0xa,
    //    INT_QuestFuture,
    //    INT_TaxiPathAvailable,  // didn't register in my tests.
    //    INT_None2,
    };
    edit: the value does not seem to change when there is a taxi path available, I'm getting 0. But the other values are tested.
    BTW, I would be really interested if someone knows how the game decides an object is sparkling (i.e., if it's a quest object or a container you can get the contents of).
    Last edited by RoKFenris; 12-31-2009 at 06:56 AM. Reason: Added the value for INT_RepeatableHandin, comments

  10. #10
    kynox's Avatar Member
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    Originally Posted by Flowerew View Post
    Thanks Kynox, just what I was looking for. \o/

    p.s.: Uhm, isn't it more like CGObject_C+0x90?!
    Code:
    .text:00669447                 mov     cl, byte ptr [ebp+arg_0+3]
    .text:0066944A                 mov     edx, [eax]
    .text:0066944C                 neg     cl
    .text:0066944E                 sbb     ecx, ecx
    .text:00669450                 and     ecx, 0FFFFFFF9h
    .text:00669453                 add     ecx, 7
    .text:00669456                 mov     [eax+94h], ecx
    94.

  11. #11
    Flowerew's Avatar Master Sergeant
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    Code:
    006d7723  |. /eb 05         jmp short 006d772a
    006d7725  |> |b8 01000000   mov eax,1
    006d772a  |> \85c0          test eax,eax
    006d772c  |.  8991 90000000 mov dword ptr ds:[ecx+90],edx
    006d7732  |.  5e            pop esi
    006d7733  |.  74 07         je short 006d773c
    006d7735  |.  8b01          mov eax,dword ptr ds:[ecx]
    Well 0x94 stays zero all the time as of build 11159 and 0x90 is the value indicating interaction type for me as it does for RokFenris.

  12. #12
    kynox's Avatar Member
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    Originally Posted by Flowerew View Post
    Code:
    006d7723  |. /eb 05         jmp short 006d772a
    006d7725  |> |b8 01000000   mov eax,1
    006d772a  |> \85c0          test eax,eax
    006d772c  |.  8991 90000000 mov dword ptr ds:[ecx+90],edx
    006d7732  |.  5e            pop esi
    006d7733  |.  74 07         je short 006d773c
    006d7735  |.  8b01          mov eax,dword ptr ds:[ecx]
    Well 0x94 stays zero all the time as of build 11159 and 0x90 is the value indicating interaction type for me as it does for RokFenris.
    0x94 May be limited to quest-only interaction (I called the model update function to change the model), which seems highly inefficient.

  13. #13
    Flowerew's Avatar Master Sergeant
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    Nevertheless, you pushed me in the right direction so thank you.

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