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  1. #1
    Cromon's Avatar Legendary


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    Structure of SMSG_MONSTER_MOVE

    Heyho!

    Im also active in emulation and i got some problems with SMSG_MONSTER_MOVE. If you set the movementflags to fly you can add arbitrary waypoints and all is fine.

    If you set the flags to run or walk its not possible to send more then one waypoint at once without the creature/player doing weird movement. So i guess there is something different in the structure when you use different flags. But actually my problem is that i couldnt find an answer to this even after days of analysing.

    So my question is:
    Does anyone have some light to shed on SMSG_MONSTER_MOVEs surprises of have me the adress of the handling of this packet?

    Greetings
    Cromon

    Structure of SMSG_MONSTER_MOVE
  2. #2
    XTZGZoReX's Avatar Active Member
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    XTZGZoReX / WowPacketParser / source — bitbucket.org

    Credits to Ralek for helping with figuring the structure.

  3. #3
    TOM_RUS's Avatar Legendary
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    I found a typo:
    Code:
                if ((flags & SplineFlag.Unknown4) != 0)
    should be
    Code:
                if ((flags & SplineFlag.Unknown3) != 0)
    http://mywowtools.googlecode.com/svn...rMoveParser.cs

  4. #4
    Cromon's Avatar Legendary


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    That looks perfect, ill test it this afternoon, thx a lot!

  5. #5
    XTZGZoReX's Avatar Active Member
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    Originally Posted by TOM_RUS View Post
    I found a typo:
    Code:
                if ((flags & SplineFlag.Unknown4) != 0)
    should be
    Code:
                if ((flags & SplineFlag.Unknown3) != 0)
    http://mywowtools.googlecode.com/svn...rMoveParser.cs
    You 100% sure? My unks aren't named the same as yours, I think.

  6. #6
    Cromon's Avatar Legendary


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    It works perfectly now with that new spline-mover class .

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