Offset for Toon Walkingcheck menu

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  1. #1
    Pandu91's Avatar Member
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    Offset for Toon Walkingcheck

    Hi,

    I wanted to ask you if there is a offset to get e.g. a boolean if the char is walking or standing. If no it isn't a big problem I can check if the XYZ coordinates are changing but I would prefer using an offset.

    Best regards

    Offset for Toon Walkingcheck
  2. #2
    Empted's Avatar Contributor
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    Code:
    uint flag=wow.ReadUInt(wow.ReadUInt(0xC3098C + dwCodeLoc) + 4);
    bool isAutoRunning = (flag & (uint)MoveFlag.AutoRun)!=0;
    
        public enum MoveFlag : uint
        {
            None = 0,
            RMouse = 0x1,
            LMouse = 0x2,
            // 2 and 3 not used apparently. Possibly for flag masking?
            Forward = 0x10,
            Backward = 0x20,
            StrafeLeft = 0x40,
            StrafeRight = 0x80,
            TurnLeft = 0x100,
            TurnRight = 0x200,
            PitchUp = 0x400,// For flying/swimming
            PitchDown = 0x800, // For flying/swimming
            AutoRun = 0x1000,
            JumpAscend = 0x2000,// For flying/swimming
            Descend = 0x4000,// For flying/swimming
            ClickToMove = 0x400000,// Note: Only turns the CTM flag on or off. Has no effect on movement!
            IsCTMing = 0x200000,
            ForwardBackMovement = 0x10000,
            StrafeMovement = 0x20000,
            TurnMovement = 0x40000,
            All = 0xFFFFFFFF,
        }
    Notice that you should check exact type of movement. For example running forward, autorun and CTM are different flags.

  3. #3
    Pandu91's Avatar Member
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    Thank you very much I gave you +rep.

    Best regards

  4. #4
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by Empted View Post
    Notice that you should check exact type of movement. For example running forward, autorun and CTM are different flags.
    This is an awful way of doing it. You should check the real movement flags from your object, not these local control variables. They provide much more information, and being based off an object:

    1. You can check them for each object.
    2. You almost never have to update the offset.

    A unit's CMovement_C class is at CGObject_C + 0xE4. This class contains, among many other things, movement flags. They are at CMovement_C + 0x38. Or to put it much simpler:


    Code:
    Offsets::ObjectManager::UnitMovementData = 0xE4
    Offsets::ObjectManager::UnitMovementFlags = 0x38
    
    ...
    
    /// <summary>
    /// Gets the unit's movement structure pointer.
    /// </summary>
    DWORD_PTR CGUnit_C::GetMovementData() const
    {
    	return Process::GetMemory<DWORD_PTR>(
    		(DWORD_PTR) this +
    		Offsets::ObjectManager::UnitMovementData );
    }
    
    /// <summary>
    /// Gets the unit's movement flags.
    /// </summary>
    DWORD CGUnit_C::GetMovementFlags() const
    {
    	return Process::GetMemory<DWORD>(
    		GetMovementData() +
    		Offsets::ObjectManager::UnitMovementFlags );
    }
    This is the information that it will return:
    Code:
    enum WoWMovementFlag : DWORD
    {
    	MOVEMENTFLAG_FORWARD = 0x1,
    	MOVEMENTFLAG_BACKWARD = 0x2,
    	MOVEMENTFLAG_STRAFE_LEFT = 0x4,
    	MOVEMENTFLAG_STRAFE_RIGHT = 0x8,
    	MOVEMENTFLAG_TURN_LEFT = 0x10,
    	MOVEMENTFLAG_TURN_RIGHT = 0x20,
    	MOVEMENTFLAG_PITCH_UP = 0x40,
    	MOVEMENTFLAG_PITCH_DOWN = 0x80,
    	MOVEMENTFLAG_WALKING = 0x100,
    	MOVEMENTFLAG_GRAVITY_DISABLED = 0x200,
    	MOVEMENTFLAG_ROOTED = 0x400,
    	MOVEMENTFLAG_FALLING = 0x800,
    	MOVEMENTFLAG_FALLING_FAR = 0x1000,
    	MOVEMENTFLAG_PENDING_STOP = 0x2000,
    	MOVEMENTFLAG_PENDING_STRAFE_STOP = 0x4000,
    	MOVEMENTFLAG_PENDING_FORWARD = 0x8000,
    	MOVEMENTFLAG_PENDING_BACKWARD = 0x10000,
    	MOVEMENTFLAG_PENDING_STRAFE_LEFT = 0x20000,
    	MOVEMENTFLAG_PENDING_STRAFE_RIGHT = 0x40000,
    	MOVEMENTFLAG_PENDING_ROOT = 0x80000,
    	MOVEMENTFLAG_SWIMMING = 0x100000,
    	MOVEMENTFLAG_ASCENDING = 0x200000,
    	MOVEMENTFLAG_DESCENDING = 0x400000,
    	MOVEMENTFLAG_CANFLY = 0x800000,
    	MOVEMENTFLAG_FLYING = 0x1000000,
    	MOVEMENTFLAG_STUCK = 0x2000000,
    	MOVEMENTFLAG_WATERWALKING = 0x4000000,
    	MOVEMENTFLAG_SAFEFALL = 0x8000000,
    	MOVEMENTFLAG_HOVER = 0x10000000,
    	MOVEMENTFLAG_COLLISION_DISABLED = 0x20000000,
    	MOVEMENTFLAG_ON_TRANSPORT = 0x40000000,
    	MOVEMENTFLAG_LOCAL_CONTROL = 0x80000000
    };

  5. #5
    Empted's Avatar Contributor
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    Thanks for clarifying. I don't really know much of classes organization, what I did is simply reversing SetContolBits as i found it in MoveForwardStart. I would like to know more of object structure, should I reverse constructors?

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