3.3.5 Unit Casting SpellID offset menu

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  1. #1
    haku43's Avatar Member
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    3.3.5 Unit Casting SpellID offset

    Can someone give me the right offset or give an example of how to find it?
    // IsCasting = ?

    public int IsCasting {
    get
    {
    uint pointer = ObjectPointer + (uint)Descriptors.eUnitFields.IsCasting;
    return Memory.ReadInt(pointer);
    }
    }

    3.3.5 Unit Casting SpellID offset
  2. #2
    miceiken's Avatar Contributor Authenticator enabled
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    Now I have no idea about offset, but I'm 99% sure there was a 3.3.5 info dump thread. This is however how I read whether a unit is casting or not:
    Code:
    public int ChanneledCastingId
    {
        get { return Helper.Magic.Read<int>(Pointer + 0xB58); }
    }
    
    public int CastingId
    {
        get { return Helper.Magic.Read<int>(Pointer + 0xB44); }
    }
    
    public bool IsCasting
    {
        get { return (ChanneledCastingId != 0 || CastingId != 0); }
    }

  3. #3
    Robske's Avatar Contributor
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    Have a look at UnitCastingInfo
    "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

  4. #4
    haku43's Avatar Member
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    UnitCastingInfo works 50% of the time, and also lua is slow
    Last edited by haku43; 03-23-2011 at 11:18 AM.

  5. #5
    Robske's Avatar Contributor
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    Originally Posted by haku43 View Post
    UnitCastingInfo works 50% of the time, and also lua is slow
    Wrong on both.

    Also, I said look, not invoke. You asked for an example of where to find the offset. I told you exactly where it is used.
    "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

  6. #6
    Arutha532's Avatar Contributor
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    If you use both UnitCastingInfo and UnitChannelInfo they will work every time.
    Plus they are really simple to reverse and get the offsets from.

    Edit: Found some really old code for 3.3.5a i had on my SVN.
    Code:
            public enum OtherField : uint
            {
                IsCasting = 0xA6C,
                ChanneledCasting = 0xA80,
            }
    
            /// <summary>
            /// Returns the spellID being cast
            /// </summary>
            public int CastingId
            {
                get
                {
                	uint pointer = BaseAddress + (uint)Offsets.OtherField.IsCasting;
                    return ObjectManager.Memory.ReadInt(pointer);
                }
            }
    
            /// <summary>
            /// Gets a value indicating whether this unit is casting.
            /// </summary>
            /// <value>
            /// 	<c>true</c> if this unit is casting; otherwise, <c>false</c>.
            /// </value>
            public bool IsCasting
            {
                get
                {
                    if (CastingId == 0 && ChanneledCastingId == 0)
                        return false;
                    return true;
                }
            }
    
            /// <summary>
            /// Returns the spellID being channeled
            /// </summary>
            /// <value>The channeled casting id.</value>
            public int ChanneledCastingId
            {
                get
                {
                    uint pointer = BaseAddress + (uint)Offsets.OtherField.ChanneledCasting;
                    return ObjectManager.Memory.ReadInt(pointer);
                }
            }
    Last edited by Arutha532; 03-23-2011 at 12:48 PM.

  7. #7
    haku43's Avatar Member
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    Originally Posted by Arutha532 View Post
    If you use both UnitCastingInfo and UnitChannelInfo they will work every time.
    Plus they are really simple to reverse and get the offsets from.

    Edit: Found some really old code for 3.3.5a i had on my SVN.
    Code:
            public enum OtherField : uint
            {
                IsCasting = 0xA6C,
                ChanneledCasting = 0xA80,
            }
    
            /// <summary>
            /// Returns the spellID being cast
            /// </summary>
            public int CastingId
            {
                get
                {
                	uint pointer = BaseAddress + (uint)Offsets.OtherField.IsCasting;
                    return ObjectManager.Memory.ReadInt(pointer);
                }
            }
    
            /// <summary>
            /// Gets a value indicating whether this unit is casting.
            /// </summary>
            /// <value>
            /// 	<c>true</c> if this unit is casting; otherwise, <c>false</c>.
            /// </value>
            public bool IsCasting
            {
                get
                {
                    if (CastingId == 0 && ChanneledCastingId == 0)
                        return false;
                    return true;
                }
            }
    
            /// <summary>
            /// Returns the spellID being channeled
            /// </summary>
            /// <value>The channeled casting id.</value>
            public int ChanneledCastingId
            {
                get
                {
                    uint pointer = BaseAddress + (uint)Offsets.OtherField.ChanneledCasting;
                    return ObjectManager.Memory.ReadInt(pointer);
                }
            }
    This works like charm. Thank you!

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