How to stop a current ClickToMove? menu

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  1. #1
    zys924's Avatar Active Member
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    How to stop a current ClickToMove?

    I have already got CTM working, however, is there a way to "full stop" the current CTM from moving without using any keystroke simulation? A specific function that supports this kind of abort would be fine. Thx for any help

    How to stop a current ClickToMove?
  2. #2
    Edder's Avatar Active Member
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    Not quiet sure, but you could try to send a new ctm with the current coordinates of the character that would "move" the character to the current position and verride the old ctm coordinates -> full stop

  3. #3
    schlumpf's Avatar Retired Noggit Developer

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    Or just look which functions get called on key pressing. Had been some lua stuff, iirc.

  4. #4
    zys924's Avatar Active Member
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    Originally Posted by Edder View Post
    Not quiet sure, but you could try to send a new ctm with the current coordinates of the character that would "move" the character to the current position and verride the old ctm coordinates -> full stop
    I have tried this but this wont actually work. Because the character will actually rotates a little bit before stopping if you use CTM at the current position, not the immediate stop preferred.

  5. #5
    Frosttall's Avatar Active Member
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    Write 0xD into the CTM_PUSH

    Or just tap the back key :P

  6. #6
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by Frosttall View Post
    Write 0xD into the CTM_PUSH

    Or just tap the back key :P
    Won't work, the player keeps running forwards.

    @OP:
    If you're in-process, call CGPlayer_C__ClickToMoveStop:
    Address: Wow.exe + 0x001BE050
    Parameters: (uint) Local Player Pointer
    Calling Convention: __thiscall

    If not, I found a simple "hack" that will stop ClickToMove, write 0x00 to Wow.exe + 0x001C815F. You'll have to write 0x10 to it before the next CTM movement. It's dirty, but it'll get the job done.

  7. #7
    QKdefus's Avatar Active Member
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    I remeber i had same problem that the char turned around when trying to stop, heres how i solved it

    Ctm Injection

    Code:
            
            public void Loop()
            {
                if (Unit.Range > 4.05f && ObjectManager.Me.TargetGUID != 0)
                {
                    while (BotActive && Unit.Range > 4.05f && ObjectManager.Me.TargetGUID != 0)
                    {
                        ClickToMoveManager.CtmTo(Unit.X, Unit.Y, Unit.Z);
                        System.Threading.Thread.Sleep(100);
                    }
                    ClickToMoveManager.CtmStop(); // prevent walking to ctm location
                }
            }
    
            public static void CtmStop()
            {
                Injection.ClickToMove(ObjectManager.Me.X,ObjectManager.Me.Y,ObectManager.Me.Z, 4, 0, 14);
            }
    or LUA

    Code:
       
            public static void LuaStop()
            {
                Injection.InjectionManager.Lua_GetReturnValue("MoveBackwardStart();");
                Injection.InjectionManager.Lua_GetReturnValue("MoveBackwardStop();");
            }

  8. #8
    zys924's Avatar Active Member
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    Originally Posted by Jadd View Post
    Won't work, the player keeps running forwards.

    @OP:
    If you're in-process, call CGPlayer_C__ClickToMoveStop:
    Address: Wow.exe + 0x001BE050
    Parameters: (uint) Local Player Pointer
    Calling Convention: __thiscall

    If not, I found a simple "hack" that will stop ClickToMove, write 0x00 to Wow.exe + 0x001C815F. You'll have to write 0x10 to it before the next CTM movement. It's dirty, but it'll get the job done.


    That's the correct one in need. Perfectly working, thx

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