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  1. #16
    Hrap's Avatar Member
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    Hello, I have resolved all issues.
    Everything works, but there is one problem:
    How to get the length of a string when reading the name of a PlayerObject GameObject?

    At the moment I am reading the names and setting the length of the lines to 30. Then I process the received one by character

    Help me choose a way
  2. #17
    swnt's Avatar Member
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    Originally Posted by Hrap View Post
    Hello, I have resolved all issues.
    Everything works, but there is one problem:
    How to get the length of a string when reading the name of a PlayerObject GameObject?

    At the moment I am reading the names and setting the length of the lines to 30. Then I process the received one by character

    Just process until you hit \0 which is generrally refered to as null-character or terminator.
    The way I do it is write \0 to the last buffer spot before converting it to a string just to be safe the string is properly terminated.
    Then convert until you hit any \0 character.

    Code:
            var buffer = ReadMemory(address, length, offsetByBaseAddress);
            buffer[length - 1] = 0;
            fixed (byte* ptr = buffer) {
                return Encoding.UTF8.GetString(ptr, Array.IndexOf(buffer, (byte)0));
            }

  3. #18
    Hrap's Avatar Member
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    Thanks for the help

  4. #19
    Hrap's Avatar Member
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    Hi guys
    I'm a little stuck again
    Can't find offset to know if player is on mount for 3,3,5a
    I think it should be somewhere in UnitFilds
    Can you advise please

  5. #20
    Borg333's Avatar Member Authenticator enabled
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    Originally Posted by Hrap View Post
    Hi guys
    I'm a little stuck again
    Can't find offset to know if player is on mount for 3,3,5a
    I think it should be somewhere in UnitFilds
    Can you advise please
    Hi, read post from abuckau907 https://www.ownedcore.com/forums/wor...anged-mop.html (UnitFields (Mounted, Sitting, etc) Changed in MoP?) (need CE)
    ask if need additional help

  6. #21
    Hrap's Avatar Member
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    Thanks, but something doesn't work the way it says.
    looking for a value of type byte, squatting looking for 1, getting up 0
    and finds nothing.
    for several times not a single value remains((

  7. #22
    Borg333's Avatar Member Authenticator enabled
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    did you tried from f.e. search byte from player baseaddress and do mount (1) then first scan, than dismount and then next scan 0?

  8. #23
    Hrap's Avatar Member
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    Yes, I did this, however, I read the whole process not from the base address, but I think this is not critical since it does not find anything

    It seems to me that the information I need can be found in PLAYER_FLAGS
    But I can't find how to read
    i try like this
    short flags = WowMemory->ReadShort(WowOjectManeger->LocalPlayer->GetObjBase() + PLAYER_FLAGS);
    And I get 0
    Last edited by Hrap; 07-06-2022 at 11:38 AM.

  9. #24
    Hrap's Avatar Member
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    I found it, thanks for the help
    incorrect address of the player indicated))

  10. #25
    Hrap's Avatar Member
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    Hi guys
    help find offset for IsFlying
    I tried searching for Cheat Engine but couldn't find anything.

  11. #26
    Hrap's Avatar Member
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    I found it here

    Code:
            public enum IsFlying
            {
    
                // Reversed from Lua_IsFlying
    
                IsFlyingOffset = 0x44,                      // 3.3.5a 12340
                IsFlying_Mask = 0x2000000,                  // 3.3.5a 12340
    
            }
    but I don't know how to use it
    Can you please tell me how to read this?

  12. #27
    Hrap's Avatar Member
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    I found what I need, the structure in which the movement flags are written
    In C++ it would look something like this


    Code:
    unsigned int Flags = ReadUint(ReadUint(PlayerBase + 0xD8)+0x44);
    
    enum eUnitFlags : unsigned int
    {
    	UF_MOVING_FORWARD	= 0x1,
    	UF_MOVING_BACKWARD	= 0x2,
    	UF_TURNING_LEFT		= 0x10,
    	UF_TURNING_RIGHT	= 0x20,
    	UF_DEAD				= 0x800,
    	UF_FALLING			= 0x1000,
    	UF_SWIMMING			= 0x200000,
    	UF_MOVING_UP		= 0x400000,
    	UF_MOVING_DOWN		= 0x800000,
    	UF_FLYINGMOUNT		= 0x1000000,
    	UF_FLYING			= 0x2000000,
    	UF_WATERWALKING		= 0x10000000
    };
    Last edited by Hrap; 07-12-2022 at 06:43 PM.

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