public static void Target(ref AionTarget structure) { structure.TargetPtr = Memory.ReadInt(AionProcess.AionHandle, (AionProcess.GameDLL + 0x4F68FC)); structure.EntityPtr = Memory.ReadInt(AionProcess.AionHandle, (structure.TargetPtr + 0x1C4)); structure.Name = ReadUnicodeString(AionProcess.AionHandle, (structure.EntityPtr + 0x36), 40); structure.Level = Memory.ReadByte(AionProcess.AionHandle, (structure.EntityPtr + 0x32)); structure.HP = Memory.ReadByte(AionProcess.AionHandle, (structure.EntityPtr + 0x34)); structure.Type = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x18)); structure.Attitude = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x1C)); structure.State = Memory.ReadInt(AionProcess.AionHandle, (AionProcess.GameDLL + 0x4F690C)); structure.ID = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x20)); structure.Live = Memory.ReadByte(AionProcess.AionHandle, (structure.TargetPtr + 0x8)); structure.HasTarget = Memory.ReadInt(AionProcess.AionHandle, (AionProcess.GameDLL + 0x4F68FC)); structure.TargetID = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x284)); structure.Xloc = Memory.ReadFloat(AionProcess.AionHandle, (structure.TargetPtr + 0x28)); structure.Yloc = Memory.ReadFloat(AionProcess.AionHandle, (structure.TargetPtr + 0x2C)); structure.Zloc = Memory.ReadFloat(AionProcess.AionHandle, (structure.TargetPtr + 0x30)); }
public static void Target(ref AionTarget structure) { structure.TargetPtr = Memory.ReadInt(AionProcess.AionHandle, (AionProcess.GameDLL + 0x4F68FC)); structure.EntityPtr = Memory.ReadInt(AionProcess.AionHandle, (structure.TargetPtr + 0x1C4)); structure.Name = ReadUnicodeString(AionProcess.AionHandle, (structure.EntityPtr + 0x36),40); structure.Level = Memory.ReadByte(AionProcess.AionHandle, (structure.EntityPtr + 0x32)); structure.HP = Memory.ReadByte(AionProcess.AionHandle, (structure.EntityPtr + 0x34)); structure.Type = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x18)); structure.Attitude = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x1C)); structure.State = Memory.ReadInt(AionProcess.AionHandle, (AionProcess.GameDLL + 0x4F690C)); structure.ID = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x20)); structure.Live = Memory.ReadByte(AionProcess.AionHandle, (structure.TargetPtr + 0x8)); structure.HasTarget = Memory.ReadInt(AionProcess.AionHandle, (AionProcess.GameDLL + 0x4F68FC)); structure.TargetID = Memory.ReadInt(AionProcess.AionHandle, (structure.EntityPtr + 0x284)); structure.Xloc = Memory.ReadFloat(AionProcess.AionHandle, (structure.TargetPtr + 0x28)); structure.Yloc = Memory.ReadFloat(AionProcess.AionHandle, (structure.TargetPtr + 0x2C)); structure.Zloc = Memory.ReadFloat(AionProcess.AionHandle, (structure.TargetPtr + 0x30)); }