sub_7FF79B5E90A0 Script_GetGUIDFromToken
sub_7FF79AC261B0(a1, 5i64, &v3, a2, *(_QWORD *)&v2); CGUnit_C::InitializeTrackingState() // Click to move.
signed __int64 __fastcall sub_7FF79B06DA90(__int64 a1, __int64 a2); CGGameUI::OnTerrainClic() // Can initiate Terrain clicks, CTM, Spell Ground Casts
char __fastcall sub_7FF79AA60400(_OWORD *a1, __int64 a2) Spell_C_HandleTerrainClck() // Can click the ground
char __fastcall sub_7FF79AA5FF90(_OWORD *a1, __int64 a2, char a3); Spell_C_OnTerrainClick() // ^ The function That wraps. May be named wrong..
__int64 __fastcall sub_7FF79B6B9D90(__int64 a1, unsigned __int64 *a2); Vector::Intersect() // traceline, you can follow up it's xrefs to find out how to call it, I believe on windows there's wrappers that take away the annoyance.
That's all I want to find and share right now.
Have funsies.
//Edit Oh ya, the sauce
CGUnit_C_InitializeTrackingState(CGPlayer*, unsigned int, GUID*, Vector3*); It's a this call, feed it the local player pointer, can get it from the OM
CTM flag is second variable, it's the "PUSH" value that people use. 5 moves, figure out the rest.