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[Retail 10.1 49474] CMissile struct
Has anyone else reversed more of the CMissile structure on 10.1? I have this, but curious about some of the Vec3's I'm seeing in here.
Code:
struct CMissile {
WoWGUID casterGUID; //0x0000
WoWGUID casterGUID2; //0x0010
WoWGUID targetGUID; //0x0020
void* punkPtr; //0x0030
char pad_0038[8]; //0x0038
uint32_t spellID; //0x0040
void* pSpellVisual; //0x0044
char pad_004C[4]; //0x004C
WoWGUID castGUID; //0x0050
char pad_0060[4]; //0x0060
uint32_t spellVisualID; //0x0064 used when SpellID is null for the SpellVisual data
uint32_t spellVisualMissileID; //0x0068 used for SpellVisualMissile data
char pad_006C[16]; //0x006C
float unkMod1; //0x007C
float unkMod2; //0x0080
Vec3 unkpos1; //0x0084 assigned same as pos in the FireMissiles but gets modified slightly
Vec3 pos; //0x0090
Vec3 firePos; //0x009C
Vec3 casterOffset; //0x00A8
Vec3 impactPos; //0x00B4
char pad_00C0[16]; //0x00C0
void* punkPtr2; //0x00D0 in testing, pointed to a 4x Vec3 which looked like points close to start/end, however z index was too high.
uint32_t flags; //0x00D8
char pad_00DC[208]; //0x00DC
uint32_t fireTimeMS; //0x01AC (this is in regards to the active scene time, not same time as GetTime() lua function)
char pad_01B0[36]; //0x01B0
float unkMod3; //0x01D4
char pad_01D8[40]; //0x01D8
Vec3 unkpos2; //0x0200
float unkMod4; //0x020C
float unkMod5; //0x0210
uint32_t dwUnk1; //0x0214
uint32_t dwUnk2; //0x0218
uint32_t dwUnk3; //0x021C
char pad_0220[88]; //0x0220
CMissile* pPrev; //0x0278
CMissile* pNext; //0x0280
char pad_0288[72]; //0x0288
};
static_assert(sizeof(CMissile) == 0x2D0);
the unkpos1 and unkpos2 appear to be the position that the current point of the missile was, but not sure out of the two which one is the real one. I'm leaning towards unkpos2. Will update more as I RE more tomorrow on this. Just posting what I currently had.
Edit: Updated a lot of the struct to what I have found while testing. I got pretty much everything I needed, however instead of padding everything, added some of the unknowns.
Last edited by scizzydo; 05-11-2023 at 07:25 PM.
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Glitt (1 members gave Thanks to scizzydo for this useful post)
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The missile information I'm reading from the CMissile::s_inFlightMissileList which can be found with:
Code:
48 C7 01 00 00 00 00 48 8D 05 X ? ? ? ? 48 89 87 ? ? ? ? 48 8B 05 ? ? ? ? 48 89 01
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haven't use this since 5.4 or so but grab struct from a private server