Last edited by -Ryuk-; 09-07-2012 at 03:00 PM. Reason: typo
|Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|
You must be doing something wrong. Try this.
TOM_RUS, your examples are working great for me, thank you very much, that's what got me started on finding these structs. I'm sure there are better ways but I'm using cheat engine to help me find the basic layout of them. Do you or anyone here have any suggestions on better ways to get them? I would think IDA should be able to do this but I have never even used the debugger in IDA.Code:[StructLayout(LayoutKind.Sequential)] struct MapDifficultyEntry // sizeof(0x18) { public uint m_ID; // +0x0, size 0x4, type 0 public uint m_mapID; // +0x4, size 0x4, type 0 public uint m_dificulty; // +0x8, size 0x4, type 0 public IntPtr _m_difficultystring; // +0xC, size 0x4, type 2 public uint m_raidDuration; // +0x10, size 0x4, type 0 public uint m_maxPlayers; // +0x14, size 0x4, type 0 // read area name using our static memory reading helper class public string m_difficultystring { get { return Memory.Read<string>(_m_difficultystring); } } };
This works fine. The only difference is I am injected :S
Here is my very slightly modified code, so it would work with WhiteMagic: http://paste2.org/p/2202438
However I fail, so it doesnt
Last edited by -Ryuk-; 09-07-2012 at 05:00 PM.
|Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|
I noticed the same thing, everything else looks good from what i see. here is the struct I'm using courtesy of TOM_RUS. should be a drop in replacement for you.
Code:[StructLayout(LayoutKind.Sequential)] struct AreaTableRec { public uint m_ID; // 0 public uint m_ContinentID; // 1 public uint m_ParentAreaID; // 2 public uint m_AreaBit; // 3 public uint m_flags; // 4 public uint m_unk1; // 5 public uint m_SoundProviderPref; // 6 public uint m_SoundProviderPrefUnderwater; // 7 public uint m_AmbienceID; // 8 public uint m_ZoneMusic; // 9 public uint m_AreaNameInternal; // 10 public uint m_IntroSound; // 11 public uint m_ExplorationLevel; // 12 public IntPtr m_AreaName_lang; // 13 public uint m_factionGroupMask; // 14 [MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)] public uint[] m_liquidTypeID; // 15-18 public float m_minElevation; // 19 public float m_ambient_multiplier; // 20 public uint m_lightid; // 21 public uint m_field22; // 22 public uint m_field23; // 23 public uint m_field24; // 24 public uint m_field25; // 25 public uint m_field26; // 26 public uint m_field27; // 27 // read area name using our static memory reading helper class public string AreaName { get { return Memory.Read<string>(m_AreaName_lang); } } };
Edit: disregard
Last edited by NitroGlycerine; 09-08-2012 at 02:50 PM.
The ClickToMove function is already posted on the first page. I'm insure about the others
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|Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|
Or just open your eyes and stop using Google Translator...
http://www.ownedcore.com/forums/worl...ml#post2472872 ([WoW][5.0.4.16016] x86 Info Dump Thread)
I <3 spoonfeeding
So, Blizzard, in their infinite wisdom, didn't properly check how the new spell "replacement" stuff would affect other things. They've broken quite a few Lua funcs (IsSpellKnown, GetSpellInfo, etc) by not including the spec specific spells (only a small handful), or the spell "transformations" in the known spell list. So you'll have to compile a list of replacements and "missing" spells for each class/spec to handle these properly.
Do note that while the old version of "KnownSpells" included 3 different versions of "Mangle" for druids (one for cat, bear, and normal forms), it now only includes one, which can't actually be cast. There are many issues with funcs dealing with the spell book, known spells, etc, if the spell is missing from the known spell list. Hopefully Blizzard fixes this for the addon developers, and ourselves. In the meantime, there's a fairly big "list" of spells you need to keep overridden properly. (We're up to almost 40 now between completely missing spells, and replacements)
there is a list in memory containing spellID/replacement SpellId, and it's complete so far.
Last edited by guizmows; 09-09-2012 at 03:38 PM.