[C#][Source] BlackRain - Simple Object Manager Library menu

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  1. #16
    mnbvc's Avatar Banned
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    it multiplies the value of field by 4

    [C#][Source] BlackRain - Simple Object Manager Library
  2. #17
    l1nk3's Avatar Active Member
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    Originally Posted by mnbvc View Post
    it multiplies the value of field by 4
    Why?

    (filler)

  3. #18
    Apoc's Avatar Angry Penguin
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    Because the descriptors that I dump (in the dump threads) are indexes of an array.

    You need to multiply the field value by 4, to get the index address.

    I'm assuming you're asking because you can't search, or you just can't be bothered to do any form of research.

    In both cases; read the section rules.

  4. #19
    l1nk3's Avatar Active Member
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    Originally Posted by Apoc View Post
    Because the descriptors that I dump (in the dump threads) are indexes of an array.

    You need to multiply the field value by 4, to get the index address.

    I'm assuming you're asking because you can't search, or you just can't be bothered to do any form of research.

    In both cases; read the section rules.
    Actually I have been searching quite a bit about the information that you dump and post.

    I know it is against the rules to ask, but I couldn't find the answer, and nobody ever answers my posts in the questions sub-section. Thank you for answering though. +Rep

  5. #20
    Apoc's Avatar Angry Penguin
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    It's not against the rules to ask a question. It's against the rules to ask a question that's been answered here hundreds of times. (Which your question has)

  6. #21
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Apoc View Post
    It's not against the rules to ask a question. It's against the rules to ask a question that's been answered here hundreds of times. (Which your question has)
    Pfft. You and your silly logic.

  7. #22
    l1nk3's Avatar Active Member
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    =( I am sorry apoc.

    Btw, this isn't adding players or items. :O

    Java is being gay and doesn't have an unsigned 64-bit primitive type..

    Gay
    Last edited by l1nk3; 04-17-2010 at 07:59 PM.

  8. #23
    WannaBeProgrammer's Avatar Member
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    Download for the lib?

  9. #24
    Seifer's Avatar Site Donator
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    Originally Posted by WannaBeProgrammer View Post
    Download for the lib?
    The download for the library is at the bottom of the OP. It's in ninja colors (white), so you have to put some effort into finding it!

    (src compiles out of the box too, so if you want to go for that and have a look thorugh it, be my guest)

  10. #25
    l1nk3's Avatar Active Member
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    Originally Posted by Seifer View Post
    The download for the library is at the bottom of the OP. It's in ninja colors (white), so you have to put some effort into finding it!

    (src compiles out of the box too, so if you want to go for that and have a look thorugh it, be my guest)
    Hey, is it me, or is it not grabbing all the objects in either revisions?

    Not sure if I am right or wrong, would love some guidance.

  11. #26
    Seifer's Avatar Site Donator
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    Originally Posted by l1nk3 View Post
    Hey, is it me, or is it not grabbing all the objects in either revisions?

    Not sure if I am right or wrong, would love some guidance.
    Correct:

    Code:
        public enum WoWObjectType : uint
        {
            Object = 0,
            Item = 1,
            Container = 2,
            Unit = 3,
            Player = 4,
            GameObject = 5,
            DynamicObject = 6,
            Corpse = 7,
            AiGroup = 8,
            AreaTrigger = 9
        }
    There are currently two types of objects that BlackRain does not support: AiGroup and AreaTrigger. However, for a simple Object Manager, these are of no significance, as you can get something basic going without them. (And even for something advanced, you don't need Area Triggers or AI Groups perse)

    If you were saying that it doesn't read all possible aspects of an object (descriptors), that's correct too. But those are easily added yourself, you can learn how descriptors work first, or just copy/pasta your way through and extend its functionality.

    Bear in mind I made this to give people an (arguable) quality structure to start off from, much like the release Apoc made a while ago. Extending it may be done by myself in the future, or you could do it manually yourself, and learn something on-the-go.
    Last edited by Seifer; 04-18-2010 at 11:17 AM.

  12. #27
    l1nk3's Avatar Active Member
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    My problem is, that the program isn't grabbing all objects in my area. It doesn't get players, which is what I mainly want. It only grabs corpses and units.

    I would like to know if there is a way to fix this =O

  13. #28
    Robske's Avatar Contributor
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    Originally Posted by Seifer View Post


    There are currently two types of objects that BlackRain does not support: AiGroup and AreaTrigger. However, for a simple Object Manager, these are of no significance, as you can get something basic going without them. (And even for something advanced, you don't need Area Triggers or AI Groups perse)
    And I doubt you'll ever see either one in the objectmanager
    "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

  14. #29
    Seifer's Avatar Site Donator
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    Originally Posted by Robske View Post
    And I doubt you'll ever see either one in the objectmanager
    Good point. :P

    Originally Posted by l1nk3 View Post
    My problem is, that the program isn't grabbing all objects in my area. It doesn't get players, which is what I mainly want. It only grabs corpses and units.

    I would like to know if there is a way to fix this =O
    I don't know if you have taken a look at the code, but I'll give you a pointer:
    Code:
    foreach (WowObject obj in ObjectManager.Objects)
                {
                    lst_Objects.Items.Add(string.Format("GUID: {0} | Entry: {1}", obj.GUID, obj.Entry));
                }
    And in ObjectManager.cs:
    Code:
    if (currentObject.Type == (int)Offsets.WowObjectType.Player)
                        Objects.Add(new WowPlayer(currentObject.BaseAddress));
    Try
    Code:
    foreach (WowPlayer obj in ObjectManager.Objects)
    { // Do something.
    }
    If that doesn't work, I'll take a closer look, but I am pretty positive it does.

    // Edit
    public class WowPlayer : WowUnit
    Last edited by Seifer; 04-18-2010 at 02:46 PM.

  15. #30
    Robske's Avatar Contributor
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    Code:
                if (Objects.Count != int.MinValue)
                    Objects.Clear(); // Clean up any previous objects in the list, if we have them.

    First wat


    Code:
    field *= field; // He's anal.
    Second wat

    Code:
    get { return GetStorageField<int>((uint)Offsets.WowObjectFields.OBJECT_FIELD_TYPE); }
    In conjuction with
    Code:
                        switch (currentObject.Type)
                        {
                            case (int)Offsets.WowObjectType.Unit:
                                Objects.Add(new WowUnit(currentObject.BaseAddress));
                                break;
                            case (int)Offsets.WowObjectType.Item:
                                Objects.Add(new WowItem(currentObject.BaseAddress));
                                break;
                            case (int)Offsets.WowObjectType.Container:
                                Objects.Add(new WowContainer(currentObject.BaseAddress));
                                break;
                            case (int)Offsets.WowObjectType.Corpse:
                                Objects.Add(new WowCorpseObject(currentObject.BaseAddress));
                                break;
                            case (int)Offsets.WowObjectType.GameObject:
                                Objects.Add(new WowGameObject(currentObject.BaseAddress));
                                break;
                            case (int)Offsets.WowObjectType.DynamicObject:
                                Objects.Add(new WowDynamicObject(currentObject.BaseAddress));
                                break;
                            case (int)Offsets.WowObjectType.Player:
                                Objects.Add(new WowPlayer(currentObject.BaseAddress));
                                break;
                        }
    Is not going to work.

    Reason being that the OBJECT_FIELD_TYPE descriptor is a flag. A player object for instance will have the flags "Object", "Unit" and "Player". You cannot compare it the way you do in your switch statement.

    What you want to use is the member at this+0x14 if you wish to keep using that enum.
    "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

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