before MOP.. i always change the " OBJECT_FIELD_SCALE" and then call CG_Unit:UpdateDisplayInfo... but now in MOP it doesn't work..... you will see the object(or unit) flash for a moment... and nothing changed... Any tips?
before MOP.. i always change the " OBJECT_FIELD_SCALE" and then call CG_Unit:UpdateDisplayInfo... but now in MOP it doesn't work..... you will see the object(or unit) flash for a moment... and nothing changed... Any tips?
Set a hardware BP on the OBJECT_FIELD_SCALE offset and find out what writes to it.
Thanks , that a really good way... i found another function to refresh the scale... 0x49CB60(rebased) this function's inner structure is really simple .. after change the scale the call it with the object's guid as argument is OK... but why Blz do this wired stuff....
But i've found that this function only works on Unit or Player... how about GameObject? i use Noggenfogger Elixir to trigger my own character scale change.. i have no idea about how to make a gameObject to change it scale
You're saying that you can't actually change OBJECT_FIELD_SCALE because of some function changing it's value back. So i guess you don't need anything to trigger breakpoint. It will trigger for you when object is flashing.
No, it wasn't changed back.. i've read "OBJECT_FIELD_SCALE" after i call the function....it's just the value i set