[Retail 10.1 49474] CMissile struct menu

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  1. #1
    scizzydo's Avatar Contributor
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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.

    [Retail 10.1 49474] CMissile struct
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  3. #2
    scizzydo's Avatar Contributor
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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

  4. #3
    indiasbestdancer's Avatar Member
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    India's Best Dancer (Hindi TV series) ; Malaika Arora (Season 1-2) ; Nora Fatehi (Guest Judge) ;
    Geeta Kapoor (Season 1-present) ; Terence Lewis Watch Online Free Today Episode at Sony Tv free.
    India’s Best Dancer Live

  5. #4
    charles420's Avatar Contributor
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    haven't use this since 5.4 or so but grab struct from a private server

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