maybe someone need it
FocusGUID = 0x9906D8
maybe someone need it
FocusGUID = 0x9906D8
i didn't see this one so CursorType: 0x8375F0
And the Type Enum
Code:public enum eMouseCursorType : int { POINT_CURSOR = 1, CAST_CURSOR = 2, BUY_CURSOR = 3, ATTACK_CURSOR = 4, INTERACT_CURSOR= 5, SPEAK_CURSOR= 6, INSPECT_CURSOR= 7, PICKUP_CURSOR= 8, TAXI_CURSOR= 9, TRAINER_CURSOR= 10, MINE_CURSOR= 11, SKIN_CURSOR= 12, GATHER_CURSOR= 13, LOCK_CURSOR= 14, MAIL_CURSOR= 15, LOOT_ALL_CURSOR= 16, REPAIR_CURSOR= 17, REPAIRNPC_CURSOR= 18, ITEM_CURSOR= 19, SKIN_HORDE_CURSOR= 20, SKIN_ALLIANCE_CURSOR= 21, INNKEEPER_CURSOR= 22, QUEST_CURSOR= 23, QUEST_REPEATABLE_CURSOR= 24, QUEST_TURNIN_CURSOR= 25, VEHICLE_CURSOR= 26, POINT_ERROR_CURSOR= 27, CAST_ERROR_CURSOR= 28, BUY_ERROR_CURSOR= 29, ATTACK_ERROR_CURSOR= 30, INTERACT_ERROR_CURSOR= 31, SPEAK_ERROR_CURSOR= 32, INSPECT_ERROR_CURSOR= 33, PICKUP_ERROR_CURSOR= 34, TAXI_ERROR_CURSOR= 35, TRAINER_ERROR_CURSOR= 36, MINE_ERROR_CURSOR= 37, SKIN_ERROR_CURSOR= 38, GATHER_ERROR_CURSOR= 39, LOCK_ERROR_CURSOR= 40, MAIL_ERROR_CURSOR= 41, LOOT_ALL_ERROR_CURSOR= 42, REPAIR_ERROR_CURSOR= 43, REPAIRNPC_ERROR_CURSOR= 44, ITEM_ERROR_CURSOR= 45, SKIN_HORDE_ERROR_CURSOR= 46, SKIN_ALLIANCE_ERROR_CURSOR= 47, INNKEEPER_ERROR_CURSOR= 48, QUEST_ERROR_CURSOR= 49, QUEST_REPEATABLE_ERROR_CURSOR= 50, QUEST_TURNIN_ERROR_CURSOR= 51, VEHICLE_ERROR_CURSOR= 52, }
UnitObject rotation value... not sure what to call this, but it represents the graphical facing of the unit, most of the time, but not necessarily, same as the UNIT_FIELD_R value:
0xB70
Delete this post
Last edited by VexeRR; 02-05-2011 at 12:33 AM.
IsFlying = [[ObjectPointer + MovementStructOffset] + IsFlying.Offset] & IsFlying.Mask == IsFlying.Mask
IsSwimming = [ObjectPointer + IsSwimming.Offset] & IsSwimming.Mask == IsSwimming.Mask
Code:uint MovementStructOffset = 0x100; uint InboxMessagesCount = 0x00A0178C; public enum IsSwimming { Offset = 0xB00, //0xAE8 Mask = 0x200000 } public enum IsFlying { Offset = 0x44, Mask = 0x2000000 }
Can anyone confirm M2Model__IsOutDoors = 5BCA00 ?
I have not seen this posted yet:
- PH_SMSG_AURA_UPDATE 005D43C0
- PH_SMSG_AURA_UPDATE_ALL 005D43C0
Reason why I am looking at this is because my AURA_UPDATE(_ALL) parsing is broken due to opcodes where flags contains 0x40 (sometimes called AFLAG_UNK2).
Looking at inner loop for aura decoding (at 0x005B6EE0), i see [DISCLAMER: ugly pseudocode below]:
Modifying my opcode parser, I came to the following code (see bold section below).Code:if ( *(_BYTE *)flags & 0x40 ) { bit_mask = 1; array_pos = (int)((char *)_this + 24); _i = 3; do { if ( (_BYTE)bit_mask & (unsigned __int8)*flags_ptr ) result = CDataStore__GetInt32(array_pos); array_pos += 4; bit_mask = __ROL__(bit_mask, 1); } while ( _i-- != 1 ); }
I am posting this since while looking in a lot of places I could not find any repo which is decoding/sending this AFLAG_UNK2 flag - which IMHO should be renamed AFLAG_UPDATE_EFFECT. Maybe this is of some help to someone.
Code:case SMSG_AURA_UPDATE: case SMSG_AURA_UPDATE_ALL: //hexdump(pos,len); guid = get_pguid(&pos); dolog(OPCODE,"guid=%016llX ",guid); while (pos<data+len) { GETINT8(slot,pos); GETINT32(spellID,pos); objectMap.updateAura(guid,slot,spellID); dolog(OPCODE,"[slot=%d spell=%d ",slot,spellID); if (spellID!=0) { // 0 = remove aura GETINT8(flags,pos); GETINT8(level,pos); GETINT8(stacks,pos); dolog(OPCODE,"flags=%X level=%d stacks=%d ",flags,level,stacks); if (!(flags & AFLAG_CASTER)) { casterguid = get_pguid(&pos); dolog(OPCODE,"casterguid=%016llX ",casterguid); } if (flags & AFLAG_DURATION) { GETINT32(duration,pos); GETINT32(timeleft,pos); dolog(OPCODE,"duration=%d timeleft=%d ",duration,timeleft); } if (flags & AFLAG_UNK2) { //contains spell effects if (flags & AFLAG_EFF_INDEX_0) { GETINT32(effect_basepoint0,pos); dolog(OPCODE,"EFFECT_BASEPOINT0=%d ",effect_basepoint0); } if (flags & AFLAG_EFF_INDEX_1) { GETINT32(effect_basepoint1,pos); dolog(OPCODE,"EFFECT_BASEPOINT1=%d ",effect_basepoint1); } if (flags & AFLAG_EFF_INDEX_2) { GETINT32(effect_basepoint2,pos); dolog(OPCODE,"EFFECT_BASEPOINT2=%d ",effect_basepoint2); } } } dolog(OPCODE,"] "); } break;
Last edited by Nonal; 02-06-2011 at 06:43 AM. Reason: Fixed following LordJZ post
These are actually base_points of effects, not the effects themselves.