daCoder, I think this is probably the stuff you are finding.
These are good for 16048 and 16057
Code:
MovementField = 0xE4
0092AB70 Script_UnitAffectingCombat
0092D580 Script_IsOutOfBounds
0092D5F0 Script_IsFalling
0092D6B0 Script_IsSwimming
0092D770 Script_IsSubmerged
0092D830 Script_IsFlying
0092D950 Script_IsMounted
Code:
/// <summary>
/// 5.0.5.16057
/// </summary>
public enum InCombat
{
// Reversed from Script_UnitAffectingCombat
// if ( (*(*(ObjectPointer + 0xDC) + 0xBC) >> 0x13u) & 1 ) return true;
Offset1 = 0xDC,
Offset2 = 0xBC,
Mask = 0x13,
}
/// <summary>
/// 5.0.5.16057
/// </summary>
public enum IsOutOfBounds
{
// Reversed from Script_IsOutOfBounds
// if ( ObjectPointer && (*(*(ObjectPointer + 0x1330) + 8) >> 0xEu) & 1 ) return true;
Offset1 = 0x1330,
Offset2 = 0x8,
Shift = 0xE,
}
/// <summary>
/// 5.0.5.16057
/// </summary>
public enum IsFalling
{
// Reversed from Script_IsFalling
// if ( ObjectPointer && (v6 = *(*(ObjectPointer + 0xE4) + 0x38), v6 & 0x800) && !(v6 & 0x400) ) return true;
Offset = 0x38,
Mask1 = 0x800,
Mask2 = 0x400
}
/// <summary>
/// 5.0.5.16057
/// </summary>
public enum IsSwimming
{
// Reversed from Script_IsSwimming
// if ( ObjectPointer && *(*(ObjectPointer + 0xE4) + 0x38) & 0x100000 ) return true;
Offset = 0x38,
Mask = 0x100000,
}
/// <summary>
/// 5.0.5.16057
/// </summary>
public enum IsSubmerged
{
// Reversed from Script_IsSubmerged
// if ( ObjectPointer && *(ObjectPointer + 0xBC0) & 0x20000 ) return true;
Offset = 0xBC0,
Mask = 0x20000,
}
/// <summary>
/// 5.0.5.16057
/// </summary>
internal enum IsFlying
{
// Reversed from Script_IsFlying
// if ( &unk_1000000 & *(*(ObjectPointer + 0xE4) + 0x38) ) return true;
Offset = 0x38,
Mask = 0x1000000,
IsFlyingCapable_Mask = 0x800000,
}
/// <summary>
/// 5.0.5.16057
/// </summary>
public enum IsMounted
{
// Reversed from Script_IsMounted
//if ( !ObjectPointer || *(ObjectPointer + 0xB70) <= 0 || *(ObjectPointer + 0xBC0) & 0x200000 ) return false;
Offset1 = 0xB70,
Offset2 = 0xBC0,
Mask = 0x200000,
}