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  1. #61
    Muhrock's Avatar Private
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    maybe someone need it

    FocusGUID = 0x9906D8

    [WoW][4.0.3.13329] Info Dump Thread
  2. #62
    crazyguymrkii's Avatar Private
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    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,
            }

  3. #63
    bad6oy30's Avatar Member Authenticator enabled
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    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

  4. #64
    VexeRR's Avatar Private
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    Delete this post
    Last edited by VexeRR; 02-05-2011 at 12:33 AM.

  5. #65
    garkeinplan's Avatar Member
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    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
    }

  6. #66
    Syltex's Avatar Sergeant Major
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    Originally Posted by garkeinplan View Post
    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
    }
    dumb question but:
    Code:
     [ObjectPointer + IsSwimming.Offset] & IsSwimming.Mask
    Does it mean:
    _Read(_Read(CurObject + 0xB00) + 0x200000)

  7. #67
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Syltex View Post
    dumb question but:
    Code:
     [ObjectPointer + IsSwimming.Offset] & IsSwimming.Mask
    Does it mean:
    _Read(_Read(CurObject + 0xB00) + 0x200000)

    no

    bool Result = _Read(CurObject + 0xB00);

    return Result & IsSwimming.Mask; //Returns true is Result = IsSwimming.Mask
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  8. #68
    miceiken's Avatar Contributor Authenticator enabled
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    Originally Posted by -Ryuk- View Post
    no

    bool Result = _Read(CurObject + 0xB00);

    return Result & IsSwimming.Mask; //Returns true is Result = IsSwimming.Mask
    Shouldn't that be byte or int, and not a bool?

  9. #69
    Syltex's Avatar Sergeant Major
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    Originally Posted by -Ryuk- View Post
    no

    bool Result = _Read(CurObject + 0xB00);

    return Result & IsSwimming.Mask; //Returns true is Result = IsSwimming.Mask
    Oh thanks! It became alot more clearer.

  10. #70
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by miceiken View Post
    Shouldn't that be byte or int, and not a bool?

    It should be uint, but yeah
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  11. #71
    VexeRR's Avatar Private
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    Can anyone confirm M2Model__IsOutDoors = 5BCA00 ?

  12. #72
    Nonal's Avatar Member
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    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]:
    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 );
        }
    Modifying my opcode parser, I came to the following code (see bold section below).
    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

  13. #73
    LordJZ's Avatar Member
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    These are actually base_points of effects, not the effects themselves.

  14. #74
    Nonal's Avatar Member
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    Originally Posted by LordJZ View Post
    These are actually base_points of effects, not the effects themselves.
    Thanks, I have fixed the code to show EFFECT_BASEPOINT instead.
    I see the link with SpellAuras.cpp.

    Thanks,

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