private static bool SetLeader() { foreach (PPlayer unit in ObjectManager.GetPlayers) { if (unit.Name.ToUpper().Equals(LeaderName)) { leader = unit; return true; } } return false; }
public PPlayer ToPlayer(PPlayer obj) { return(new PPlayer(obj.BaseAddress)); }
private static NameValuePair[] GetPlayerNameValuePairs(PPlayer me) { var wpUtils = new PPlayerUtils(me.BaseAddress); return wpUtils.GetNameValuePairs().ToArray(); }
private static void ReadObjectList() { var currentObject = new PObject(Memory.Read <uint>(CurrentManager + (uint)Pointers.ObjectManager.FirstObject)); LocalGUID = Memory.Read <UInt64>(CurrentManager + (uint)Pointers.ObjectManager.LocalGUID); while (currentObject.BaseAddress != UInt32.MinValue && currentObject.BaseAddress % 2 == UInt32.MinValue) { // Keep the static reference to the local player updated... at all times. if (currentObject.GUID == LocalGUID) { //MessageBox.Show("Found localplayer! 0x" + currentObject.ToString("X8")); MyPlayer.UpdateBaseAddress(currentObject.BaseAddress); } if (!ObjectDictionary.ContainsKey(currentObject.GUID)) { PObject obj = null; // Add the object based on it's *actual* type. Note: WoW's Object descriptors for OBJECT_FIELD_TYPE // is a bitmask. We want to use the type at 0x14, as it's an 'absolute' type. switch (currentObject.Type) { // Belive it or not, the base Object class is hardly used in WoW. case (int)Constants.ObjectType.Object: obj = new PObject(currentObject.BaseAddress); break; case (int)Constants.ObjectType.Unit: obj = new PUnit(currentObject.BaseAddress); break; case (int)Constants.ObjectType.Player: obj = new PPlayer(currentObject.BaseAddress); break; case (int)Constants.ObjectType.GameObject: obj = new PGameObject(currentObject.BaseAddress); break; case (int)Constants.ObjectType.Item: obj = new PItem(currentObject.BaseAddress); break; case (int)Constants.ObjectType.Container: obj = new PContainer(currentObject.BaseAddress); break; // These two aren't used in most bots, as they're fairly pointless. // They are AI and area triggers for NPCs handled by the client itself. case (int)Constants.ObjectType.AiGroup: case (int)Constants.ObjectType.AreaTrigger: break; } if (obj != null) { // We have a valid object that isn't in the object list already. // So lets add it. ObjectDictionary.Add(currentObject.GUID, obj); } } else { // The object already exists, just update the pointer. ObjectDictionary[currentObject.GUID].UpdateBaseAddress(currentObject.BaseAddress); } // We need the next object. currentObject.BaseAddress = Memory.Read <uint>(currentObject.BaseAddress + (uint)Pointers.ObjectManager.NextObject); } }
private static void ReadObjectList() { var currentObject = new PObject(Memory.Read<uint>(CurrentManager + (uint) Pointers.ObjectManager.FirstObject)); LocalGUID = Memory.Read<UInt64>(CurrentManager + (uint) Pointers.ObjectManager.LocalGUID); while (currentObject.BaseAddress != UInt32.MinValue && currentObject.BaseAddress%2 == UInt32.MinValue) { // Keep the static reference to the local player updated... at all times. if (currentObject.GUID == LocalGUID) { //MessageBox.Show("Found localplayer! 0x" + currentObject.ToString("X8")); MyPlayer.UpdateBaseAddress(currentObject.BaseAddress); } if (!ObjectDictionary.ContainsKey(currentObject.GUID)) { PObject obj = null; // Add the object based on it's *actual* type. Note: WoW's Object descriptors for OBJECT_FIELD_TYPE // is a bitmask. We want to use the type at 0x14, as it's an 'absolute' type. switch (currentObject.Type) { // Belive it or not, the base Object class is hardly used in WoW. case (int) Constants.ObjectType.Object: obj = new PObject(currentObject.BaseAddress); break; case (int) Constants.ObjectType.Unit: obj = new PUnit(currentObject.BaseAddress); break; case (int) Constants.ObjectType.Player: obj = new PPlayer(currentObject.BaseAddress); break; case (int) Constants.ObjectType.GameObject: obj = new PGameObject(currentObject.BaseAddress); break; case (int) Constants.ObjectType.Item: obj = new PItem(currentObject.BaseAddress); break; case (int) Constants.ObjectType.Container: obj = new PContainer(currentObject.BaseAddress); break; // These two aren't used in most bots, as they're fairly pointless. // They are AI and area triggers for NPCs handled by the client itself. case (int) Constants.ObjectType.AiGroup: case (int) Constants.ObjectType.AreaTrigger: break; } if (obj != null) { // We have a valid object that isn't in the object list already. // So lets add it. ObjectDictionary.Add(currentObject.GUID, obj); } } else { // The object already exists, just update the pointer. ObjectDictionary[currentObject.GUID].UpdateBaseAddress(currentObject.BaseAddress); } // We need the next object. currentObject.BaseAddress = Memory.Read<uint>(currentObject.BaseAddress + (uint) Pointers.ObjectManager.NextObject); } }