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  1. #1
    bad6oy30's Avatar Member Authenticator enabled
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    Unit hitbox radius

    A few useful functions and offsets I found for 5.4.7 18019:

    Unit hitbox radius is a float @ [[unitPtr + 0xe4] + 0xf0]

    Not rebased:
    0x789748: void __cdecl GetCastRangeBySpellId(void *unit1, int spellId, float *minRange, float *maxRange, void *unit2)
    0x788815: void __cdecl GetCastRangeBySpellPtr(void *unit1, void *spellPtr, float *minRange, float *maxRange, void *unit2)

    So calling:
    GetCastRangeBySpellId(unitPtr, 6603, &minRange, &maxRange, unitPtr);

    Puts the hitbox diameter (radius x 2) for unitPtr into maxRange (6603 is Auto Attack, melee range), since it's the maximum range allowed if the unit were attacking itself (hence: radius x 2)

    I've been looking for this forever, apologies if anyone else already found & mentioned it.

    Unit hitbox radius
  2. #2
    namreeb's Avatar Legendary

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    I believe that 'melee range' which is what hitbox is usually used to calculate is a function of two variables: the combat reach of the attacker and the bounding radius of the victim. If memory serves, both values are in the object descriptors, and are not necessarily the same values.

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