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WoW Memory Editing WoW Memory Editing for learning purposes only.
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  #1  
Old 09-08-2009
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WoW Constant Data (Enums, Structs, Etc)

There's quite a bit of people constantly PM'ing me, and asking here, for enums for certain types of things. Be it the object type enums, power type enums, or random other things. I'm tired of seeing all the questions; so I'm starting this thread.

This is meant for CONSTANT things only. The player structure does NOT belong here. If it changes often, it should not be in this thread. Period.

Code:
    public enum ShapeshiftForm
    {
        Normal = 0,
        Cat = 1,
        TreeOfLife = 2,
        Travel = 3,
        Aqua = 4,
        Bear = 5,
        Ambient = 6,
        Ghoul = 7,
        DireBear = 8,
        CreatureBear = 14,
        CreatureCat = 15,
        GhostWolf = 16,
        BattleStance = 17,
        DefensiveStance = 18,
        BerserkerStance = 19,
        EpicFlightForm = 27,
        Shadow = 28,
        Stealth = 30,
        Moonkin = 31,
        SpiritOfRedemption = 32
    }

    public enum StandState : byte
    {
        Stand = 0,
        Sit = 1,
        SittingInChair = 2,
        Sleeping = 3,
        SittingInLowChair = 4,
        SittingInMediumChair = 5,
        SittingInHighChair = 6,
        Dead = 7,
        Kneeling = 8,
        Type9 = 9,
    }

    [Flags]
    public enum PvPState
    {
        None = 0,
        PVP = 0x1,
        FFAPVP = 0x4,
        InPvPSanctuary = 0x8,
    }

    public enum WoWItemType
    {
        Consumable,
        Container,
        Weapon,
        Gem,
        Armor,
        Reagent,
        Projectile,
        TradeGoods,
        Generic,
        Recipe,
        Money,
        Quiver,
        QUest,
        Key,
        Permanent,
        Misc
    }

    public enum WoWPowerType
    {
        Mana,
        Rage,
        Focus,
        Energy,
        Happiness,
        RunicPower,
        Runes,
        Health,
        UNKNOWN
    }

    [Flags]
    public enum WoWObjectTypeFlag
    {
        Object = 0x1,
        Item = 0x2,
        Container = 0x4,
        Unit = 0x8,
        Player = 0x10,
        GameObject = 0x20,
        DynamicObject = 0x40,
        Corpse = 0x80,
        AiGroup = 0x100,
        AreaTrigger = 0x200,
    }

    public enum WoWObjectType : uint
    {
        Object = 0,
        Item = 1,
        Container = 2,
        Unit = 3,
        Player = 4,
        GameObject = 5,
        DynamicObject = 6,
        Corpse = 7,
        AiGroup = 8,
        AreaTrigger = 9
    }

    public enum WoWGameObjectType : uint
    {
        Door = 0,
        Button = 1,
        QuestGiver = 2,
        Chest = 3,
        Binder = 4,
        Generic = 5,
        Trap = 6,
        Chair = 7,
        SpellFocus = 8,
        Text = 9,
        Goober = 0xa,
        Transport = 0xb,
        AreaDamage = 0xc,
        Camera = 0xd,
        WorldObj = 0xe,
        MapObjTransport = 0xf,
        DuelArbiter = 0x10,
        FishingNode = 0x11,
        Ritual = 0x12,
        Mailbox = 0x13,
        AuctionHouse = 0x14,
        SpellCaster = 0x16,
        MeetingStone = 0x17,
        Unkown18 = 0x18,
        FishingPool = 0x19,
        FORCEDWORD = 0xFFFFFFFF,
    }

    public enum WoWEquipSlot
    {
        Head = 0,
        Neck,
        Shoulders,
        Body,
        Chest,
        Waist,
        Legs,
        Feet,
        Wrists,
        Hands,
        Finger1,
        Finger2,
        Trinket1,
        Trinket2,
        Back,
        MainHand,
        OffHand,
        Ranged,
        Tabard
    }

    public enum WoWClass : uint
    {
        None = 0,
        Warrior = 1,
        Paladin = 2,
        Hunter = 3,
        Rogue = 4,
        Priest = 5,
        DeathKnight = 6,
        Shaman = 7,
        Mage = 8,
        Warlock = 9,
        Druid = 11,
    }

    public enum WoWClassification
    {
        Normal = 0,
        Elite = 1,
        RareElite = 2,
        WorldBoss = 3,
        Rare = 4
    }

    public enum WoWRace
    {
        Human = 1,
        Orc,
        Dwarf,
        NightElf,
        Undead,
        Tauren,
        Gnome,
        Troll,
        Goblin,
        BloodElf,
        Draenei,
        FelOrc,
        Naga,
        Broken,
        Skeleton = 15,
    }

    public enum WoWCreatureType
    {
        Unknown = 0,
        Beast,
        Dragon,
        Demon,
        Elemental,
        Giant,
        Undead,
        Humanoid,
        Critter,
        Mechanical,
        NotSpecified,
        Totem,
        NonCombatPet,
        GasCloud
    }

    public enum WoWGender
    {
        Male,
        Female,
        Unknown
    }

    public enum WoWUnitRelation : uint
    {
        Hated = 0,
        Hostile = 1,
        Unfriendly = 2,
        Neutral = 3,
        Friendly = 4,
    }

    public enum WoWDispelType : uint
    {
        None = 0,
        Magic = 1,
        Curse = 2,
        Disease = 3,
        Poison = 4,
        Stealth = 5,
        Invisibility = 6,
        All = 7,
        //Special_NpcOnly=8,
        Enrage = 9,
        //ZgTrinkets=10
    }

    public enum WoWQuestType : uint
    {
        Group = 1,
        Life = 21,
        PvP = 41,
        Raid = 62,
        Dungeon = 81,
        WorldEvent = 82,
        Legendary = 83,
        Escort = 84,
        Heroic = 85,
        Raid_10 = 88,
        Raid_25 = 89,
    }

    public enum SheathType : sbyte
    {
        Undetermined = -1,
        None = 0,
        Melee = 1,
        Ranged = 2,

        Shield = 4,
        Rod = 5,
        Light = 7
    }

    /// <summary>
    /// The direction of movement in WoW as per the CGInputControl_ToggleControlBit function.
    /// These are actually the flags that are set/unset!
    /// </summary>
    [Flags]
    public enum MovementDirection : uint
    {
        None = 0,
        RMouse = (1 << 0), // 0x1,
        LMouse = (1 << 1), // 0x2,
        // 2 and 3 not used apparently. Possibly for flag masking?
        Forward = (1 << 4), // 0x10,
        Backward = (1 << 5), // 0x20,
        StrafeLeft = (1 << 6), // 0x40,
        StrafeRight = (1 << 7), // 0x80,
        TurnLeft = (1 << 8), // 0x100,
        TurnRight = (1 << 9), // 0x200,
        PitchUp = (1 << 10), // 0x400, For flying/swimming
        PitchDown = (1 << 11), // 0x800, For flying/swimming
        AutoRun = (1 << 12), // 0x1000,
        JumpAscend = (1 << 13), // 0x2000, For flying/swimming
        Descend = (1 << 14), // 0x4000, For flying/swimming

        ClickToMove = (1 << 22), // 0x400000, Note: Only turns the CTM flag on or off. Has no effect on movement!

        // 25 used somewhere. Can't figure out what for. Checked in Lua_IsMouseTurning. Possible camera turn?
        // Or mouse input flag? (Flag used: 0x2000001)
    }

    [Flags]
    internal enum MovementFlags
    {
        Forward = 0x1,
        Backward = 0x2,
        StrafeLeft = 0x4,
        StrafeRight = 0x8,

        StrafeMask=StrafeLeft|StrafeRight,

        Left = 0x10,
        Right = 0x20,

        TurnMask=Left|Right,

        MoveMask=Forward|Backward|StrafeMask|TurnMask,

        PitchUp = 0x40,
        PitchDown = 0x80,
        Walk = 0x100,
        TimeValid = 0x200,
        Immobilized = 0x400,
        DontCollide = 0x800,
        // JUMPING
        Redirected = 0x1000,
        Rooted = 0x2000,
        Falling = 0x4000,
        FallenFar = 0x8000,
        PendingStop = 0x10000,
        Pendingunstrafe = 0x20000,
        Pendingfall = 0x40000,
        Pendingforward = 0x80000,
        PendingBackward = 0x100000,
        PendingStrafeLeft = 0x200000,
        PendingStrafeRght = 0x400000,
        PendMoveMask = 0x180000,
        PendStrafeMask = 0x600000,
        PendingMask = 0x7f0000,
        Moved = 0x800000,
        Sliding = 0x1000000,
        Swimming = 0x2000000,
        SplineMover = 0x4000000,
        SpeedDirty = 0x8000000,
        Halted = 0x10000000,
        Nudge = 0x20000000,

        FallMask = 0x100c000,
        Local = 0x500f400,
        PitchMask = 0xc0,
        MotionMask = 0xff,
        StoppedMask = 0x3100f,
    }

        [Flags]
        private enum StateFlag
        {
            None = 0,
            AlwaysStand = 0x1,
            Sneaking = 0x2,
            UnTrackable = 0x4,
        }


        [Flags]
        private enum UnitDynamicFlags
        {
            None = 0,
            Lootable = 0x1,
            TrackUnit = 0x2,
            TaggedByOther = 0x4,
            TaggedByMe = 0x8,
            SpecialInfo = 0x10,
            Dead = 0x20,
            ReferAFriendLinked = 0x40,
            IsTappedByAllThreatList = 0x80,
        }

        [Flags]
        private enum UnitFlags : uint
        {
            None = 0,
            Sitting = 0x1,
            //SelectableNotAttackable_1 = 0x2,
            Influenced = 0x4, // Stops movement packets
            PlayerControlled = 0x8, // 2.4.2
            Totem = 0x10,
            Preparation = 0x20, // 3.0.3
            PlusMob = 0x40, // 3.0.2
            //SelectableNotAttackable_2 = 0x80,
            NotAttackable = 0x100,
            //Flag_0x200 = 0x200,
            Looting = 0x400,
            PetInCombat = 0x800, // 3.0.2
            PvPFlagged = 0x1000,
            Silenced = 0x2000, //3.0.3
            //Flag_14_0x4000 = 0x4000,
            //Flag_15_0x8000 = 0x8000,
            //SelectableNotAttackable_3 = 0x10000,
            Pacified = 0x20000, //3.0.3
            Stunned = 0x40000,
            CanPerformAction_Mask1 = 0x60000,
            Combat = 0x80000, // 3.1.1
            TaxiFlight = 0x100000, // 3.1.1
            Disarmed = 0x200000, // 3.1.1
            Confused = 0x400000, //  3.0.3
            Fleeing = 0x800000,
            Possessed = 0x1000000, // 3.1.1
            NotSelectable = 0x2000000,
            Skinnable = 0x4000000,
            Mounted = 0x8000000,
            //Flag_28_0x10000000 = 0x10000000,
            Dazed = 0x20000000,
            Sheathe = 0x40000000,
            //Flag_31_0x80000000 = 0x80000000,
        }

        [Flags]
        private enum UnitFlags2
        {
            FeignDeath = 0x1,
            NoModel = 0x2,
            Flag_0x4 = 0x4,
            Flag_0x8 = 0x8,
            Flag_0x10 = 0x10,
            Flag_0x20 = 0x20,
            ForceAutoRunForward = 0x40,

            /// <summary>
            /// Treat as disarmed?
            /// Treat main and off hand weapons as not being equipped?
            /// </summary>
            Flag_0x80 = 0x80,

            /// <summary>
            /// Skip checks on ranged weapon?
            /// Treat it as not being equipped?
            /// </summary>
            Flag_0x400 = 0x400,

            Flag_0x800 = 0x800,
            Flag_0x1000 = 0x1000,
        }

        private enum UnitNPCFlags
        {
            UNIT_NPC_FLAG_NONE = 0x00000000,
            UNIT_NPC_FLAG_GOSSIP = 0x00000001, // 100%
            UNIT_NPC_FLAG_QUESTGIVER = 0x00000002, // guessed, probably ok
            UNIT_NPC_FLAG_UNK1 = 0x00000004,
            UNIT_NPC_FLAG_UNK2 = 0x00000008,
            UNIT_NPC_FLAG_TRAINER = 0x00000010, // 100%
            UNIT_NPC_FLAG_TRAINER_CLASS = 0x00000020, // 100%
            UNIT_NPC_FLAG_TRAINER_PROFESSION = 0x00000040, // 100%
            UNIT_NPC_FLAG_VENDOR = 0x00000080, // 100%
            UNIT_NPC_FLAG_VENDOR_AMMO = 0x00000100, // 100%, general goods vendor
            UNIT_NPC_FLAG_VENDOR_FOOD = 0x00000200, // 100%
            UNIT_NPC_FLAG_VENDOR_POISON = 0x00000400, // guessed
            UNIT_NPC_FLAG_VENDOR_REAGENT = 0x00000800, // 100%
            UNIT_NPC_FLAG_REPAIR = 0x00001000, // 100%
            UNIT_NPC_FLAG_FLIGHTMASTER = 0x00002000, // 100%
            UNIT_NPC_FLAG_SPIRITHEALER = 0x00004000, // guessed
            UNIT_NPC_FLAG_SPIRITGUIDE = 0x00008000, // guessed
            UNIT_NPC_FLAG_INNKEEPER = 0x00010000, // 100%
            UNIT_NPC_FLAG_BANKER = 0x00020000, // 100%
            UNIT_NPC_FLAG_PETITIONER = 0x00040000, // 100% 0xC0000 = guild petitions, 0x40000 = arena team petitions
            UNIT_NPC_FLAG_TABARDDESIGNER = 0x00080000, // 100%
            UNIT_NPC_FLAG_BATTLEMASTER = 0x00100000, // 100%
            UNIT_NPC_FLAG_AUCTIONEER = 0x00200000, // 100%
            UNIT_NPC_FLAG_STABLEMASTER = 0x00400000, // 100%
            UNIT_NPC_FLAG_GUILD_BANKER = 0x00800000, // cause client to send 997 opcode
            UNIT_NPC_FLAG_SPELLCLICK = 0x01000000, // cause client to send 1015 opcode (spell click)
            UNIT_NPC_FLAG_GUARD = 0x10000000, // custom flag for guards
        }

        [Flags]
        public enum GameObjectFlags // :ushort
        {
            /// <summary>
            /// 0x1
            /// Disables interaction while animated
            /// </summary>
            InUse = 0x01,
            /// <summary>
            /// 0x2
            /// Requires a key, spell, event, etc to be opened. 
            /// Makes "Locked" appear in tooltip
            /// </summary>
            Locked = 0x02,
            /// <summary>
            /// 0x4
            /// Objects that require a condition to be met before they are usable
            /// </summary>
            ConditionalInteraction = 0x04,
            /// <summary>
            /// 0x8
            /// any kind of transport? Object can transport (elevator, boat, car)
            /// </summary>
            Transport = 0x08,
            GOFlag_0x10 = 0x10,
            /// <summary>
            /// 0x20
            /// These objects never de-spawn, but typically just change state in response to an event
            /// Ex: doors
            /// </summary>
            DoesNotDespawn = 0x20,
            /// <summary>
            /// 0x40
            /// Typically, summoned objects. Triggered by spell or other events
            /// </summary>
            Triggered = 0x40,

            GOFlag_0x80 = 0x80,
            GOFlag_0x100 = 0x100,
            GOFlag_0x200 = 0x200,
            GOFlag_0x400 = 0x400,
            GOFlag_0x800 = 0x800,
            GOFlag_0x1000 = 0x1000,
            GOFlag_0x2000 = 0x2000,
            GOFlag_0x4000 = 0x4000,
            GOFlag_0x8000 = 0x8000,

            Flag_0x10000 = 0x10000,
            Flag_0x20000 = 0x20000,
            Flag_0x40000 = 0x40000,
        }

        private enum CorpseFlags
        {
            CORPSE_FLAG_NONE = 0x00,
            CORPSE_FLAG_BONES = 0x01,
            CORPSE_FLAG_UNK1 = 0x02,
            CORPSE_FLAG_UNK2 = 0x04,
            CORPSE_FLAG_HIDE_HELM = 0x08,
            CORPSE_FLAG_HIDE_CLOAK = 0x10,
            CORPSE_FLAG_LOOTABLE = 0x20
        }
Credits; ISXWoW, kynox, Cypher, WCell, Mangos, Trinity, etc.

Please keep this thread to constant data only!
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  #2  
Old 09-08-2009
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Yes.... Yes!!!! D a t a!!
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  #3  
Old 09-09-2009
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Your GOT list is very out of date:

enum eGameObjType
{
GOT_Door=0,
GOT_Button=1,
GOT_QuestGiver=2,
GOT_Chest=3,
GOT_Binder=4,
GOT_Generic=5,
GOT_Trap=6,
GOT_Chair=7,
GOT_SpellFocus=8,
GOT_Text=9,
GOT_Goober=0xa,
GOT_Transport=0xb,
GOT_AreaDamage=0xc,
GOT_Camera=0xd,
GOT_WorldObj=0xe,
GOT_MapObjTransport=0xf,
GOT_DuelArbiter=0x10,
GOT_FishingNode=0x11,
GOT_Ritual=0x12,
GOT_Mailbox=0x13,
GOT_AuctionHouse=0x14,
GOT_SpellCaster=0x16,
GOT_MeetingStone=0x17,
/* new */
GOT_FlagStand=0x18,
GOT_FishingHole=0x19,
GOT_FlagDrop=0x1A,
GOT_MiniGame=0x1B,
// Note by Cypher: Added in 3.0.x
GOT_LotteryKiosk = 28,
GOT_CapturePoint = 29,
GOT_AuraGenerator = 30,
GOT_DungeonDifficulty = 31,
GOT_BarberChair = 32,
GOT_DestructibleBuilding = 33,
GOT_GuildBank = 34,

GOT_FORCEDWORD=0xFFFFFFFF,
};

Mine probably is too, it was last updated around the time of the WOTLK beta, but it's still more up to date than the one you have.

Your equipslot list is incomplete:

enum eEquipSlots
{
EQUIP_Head=1,
EQUIP_Neck=2,
EQUIP_Shoulders=3,
EQUIP_Shirt=4,
EQUIP_Chest=5,
EQUIP_Waist=6,
EQUIP_Legs=7,
EQUIP_Feet=8,
EQUIP_Wrists=9,
EQUIP_Hands=10,
EQUIP_Finger1=11,
EQUIP_Finger2=12,
EQUIP_Trinket1=13,
EQUIP_Trinket2=14,
EQUIP_Back=15,
EQUIP_MainHand=16,
EQUIP_OffHand=17,
EQUIP_Ranged=18,
EQUIP_Tabard=19,
EQUIP_Bag1=20,
EQUIP_Bag2=21,
EQUIP_Bag3=22,
EQUIP_Bag4=23,
EQUIP_NonEquipSlot=24,
};
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  #4  
Old 09-09-2009
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Spell mechanics:

Code:
enum eMechanic
{
	MECH_NONE		= 0,
	MECH_CHARMED		= 1,
	MECH_DISORIENTED	= 2,
	MECH_DISARMED		= 3,
	MECH_DISTRACTED		= 4,
	MECH_FLEEING		= 5,
	MECH_GRIP		= 6,
	MECH_ROOTED		= 7,
	MECH_SILENCED		= 9,
	MECH_ASLEEP		= 10,
	MECH_ENSNARED		= 11,
	MECH_STUNED		= 12,
	MECH_FROZEN		= 13,
	MECH_INCAPACITATED	= 14,
	MECH_BLEED		= 15,
	MECH_HEALING		= 16,
	MECH_POLYMORHPED	= 17,
	MECH_BANISHED		= 18,
	MECH_SHIELDED		= 19,
	MECH_SHACKLED		= 20,
	MECH_MOUNTED		= 21,
	MECH_SEDUCED		= 22,
	MECH_TURNED		= 23,
	MECH_HORRIFIED		= 24,
	MECH_INVULNERABLE	= 25,
	MECH_INTERRUPTED	= 26,
	MECH_DAZED		= 27,
	MECH_DISCOVERY		= 28,
	MECH_IMMUNE		= 29,
	MECH_SAPPED		= 30,
	MECH_ENRAGED		= 31,
};
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Old 09-11-2009
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Code:
public enum ClickToMoveType : int
{
    GoTo = 0x4,
    InteractWithNpc = 0x5,
    Loot = 0x6,
    InteractWithObj = 0x7,
    Fight = 0xA,
    FightEx = 0xB,
    None = 0xD,
}
May not be perfect, but it is a start.
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Code:
        public enum ClickToMoveType
        {
            LeftClick = 0x1,
            Face = 0x2,
            Stop_ThrowsException = 0x3, // Throws a Lua error whenever used. Caused by event state mismatch!
            Move = 0x4,
            NpcInteract = 0x5,
            Loot = 0x6,
            ObjInteract = 0x7,
            Skin = 0x9,
            AttackPosition = 0xA,
            AttackGuid = 0xB,

            ConstantFace = 0xC,

            // This is actually unknown. Usually referenced with Face though.
            FaceOther = 0x8,

            None = 0xD
        }
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This is for buffs in the client:

Code:
        [StructLayout(LayoutKind.Sequential)]
        private struct Aura
        {
            public ulong CreatorGuid;
            public int AuraId;
            public byte Flags;
            public byte Level;
            // Note: This can be a byte array, but the 2nd byte is always 00, so we might as well just do it this way.
            public ushort StackCount;
            public uint Duration;
            public uint EndTime;
        }
Both buffs & debuffs use the same struct.

Flags I've figured out so far (obviously more, just too lazy to figure them out :P)

Code:
        private enum AuraFlags
        {
            Active = 0x80,
            Passive = 0x10, // Check if !Active
            Harmful = 0x20
        }
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  #8  
Old 09-24-2009
MaiN is offline.
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Code:
[Flags]
[Flags]
public enum CGWorldFrameHitFlags : uint
{
    HitTestNothing = 0x0,
    /// <summary>
    /// Models' bounding, ie. where you can't walk on a model. (Trees, smaller structures etc.)
    /// </summary>
    HitTestBoundingModels = 0x1,
    /// <summary>
    /// Structures like big buildings, Orgrimmar etc.
    /// </summary>
    HitTestWMO = 0x10,
    /// <summary>
    /// Used in ClickTerrain.
    /// </summary>
    HitTestUnknown = 0x40,
    /// <summary>
    /// The terrain.
    /// </summary>
    HitTestGround = 0x100,
    /// <summary>
    /// Tested on water - should work on lava and other liquid as well.
    /// </summary>
    HitTestLiquid = 0x10000,
    /// <summary>
    /// This flag works for liquid as well, but it also works for something else that I don't know (this hit while the liquid flag didn't hit) - called constantly by WoW.
    /// </summary>
    HitTestUnknown2 = 0x20000,
    /// <summary>
    /// Hits on movable objects - tested on UC elevator doors.
    /// </summary>
    HitTestMovableObjects = 0x100000,

    HitTestLOS = HitTestWMO | HitTestBoundingModels | HitTestMovableObjects,
    HitTestGroundAndStructures = HitTestLOS | HitTestGround
}
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Last edited by MaiN; 4 Weeks Ago at 09:04 AM.
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  #9  
Old 09-25-2009
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Code:
==============================
Offset          |Description
----------------|-------------
0x0             |Joshua
0x1337          |Malu05
NVM..


Code:
Render Flags:

1 - Show M2's
2 - Render Terrain
3 - Terrain LOD
4 - ?
5 - ?
6 - Don't Render WMO's not in LOS
7 - ?
8 - ?
9 - Show WMO / Toon
10 - ?
11 - Foot prints
12 - Indoor Light
13 - Show Portals
14 - ?
15 - Object distance fade
16 - Object distance fade ZFill pass 
17 - ?
18 -?
19 - ?
20 - ?
21 - Render Ground Props (detail doodads)
22 - Collision Test
23 - ?
24 - ?
25 - Render Water
26 - Particulates
27 - Terrain low detail 
28 - Specular
29 - ?
30 - WireFrame
31 - WMO Normals
 32 - ?
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  #10  
Old 09-28-2009
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Maybe this post deserves a sticky sticky
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  #11  
Old 09-29-2009
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Additionally / correcting to Mads' list:

Quote:
RendererFlags

0010000000000000000000000000000b detaildoodads.cpp
0000000000000000000000001000000b Terrain shadows
0000000000000000000000000100000b Terrain culling / Don't Render WMO's not in LOS

RendererFlags_2 (just the next DWORD)
0001 unknown
0010 Hardware PCF
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  #12  
Old 09-30-2009
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for CTM

ClickToMoveType == 0x3 - FollowUnit (works even for non followable NPC). side effect, when you stop following - you'll get lua error from bliz interface (something - can't format string... i beleive it is trying to format message "you stop following <NAME>" but failing )
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  #13  
Old 10-02-2009
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Code:
PlayerInfoField_TrackResources	= 0xF94,	// 3.2.2b (mac)

enum ePlayer_TrackResources_Fields {
	TrackObject_All			= -1,
	TrackObject_None		= 0x0,
	TrackObject_Herbs		= 0x2,
	TrackObject_Minerals		= 0x4,
	TrackObject_Treasure		= 0x20,
	TrackObject_Treasure2		= 0x1000,
	TrackObject_Fish		= 0x40000,
};
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  #14  
Old 10-02-2009
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public enum TrackCreature
{
Beasts = 0x01,
Dragons = 0x02,
Demons = 0x04,
Elementals = 0x08,
Giants = 0x10,
Undead = 0x20,
Humanoids = 0x40,
Critters = 0x80,
Machines = 0x100,
Slimes = 0x200,
All = -1,
}
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  #15  
Old 10-16-2009
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Code:
[Flags]
public enum WoWItemFlags : uint
{
	ItemFlagNone = 0x0,
	ItemFlagSoulbound = 0x1,
	ItemFlagConjured = 0x2,
	ItemFlagLootable = 0x4,
	ItemFlagWrapGift = 0x200,
	ItemFlagCreateItem = 0x400,
	ItemFlagQuest = 0x800,
	ItemFlagRefundable = 0x1000,
	ItemFlagSignable = 0x2000,
	ItemFlagReadable = 0x4000,
	ItemFlagEventReq = 0x10000,
	ItemFlagProspectable = 0x40000,
	ItemFlagUniqueEquip = 0x80000,
	ItemFlagThrown = 0x400000,
	ItemFlagShapeshiftOK = 0x800000,
	ItemFlagAccountBound = 0x8000000,
	ItemFlagMillable = 0x20000000
}
Ripped from ArcEmu.
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Last edited by MaiN; 10-16-2009 at 08:16 PM.
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