| | WoW Memory Editing WoW Memory Editing for learning purposes only.
This section is more advanced than others on MMOwned Read the section specific rules, infractions will be given out if u break them!That is including the expectations! - If you don't meet them then don't post |  | | 
09-08-2009
|  | MMOwned WebDev Legendary User | | | Join Date: Jan 2008
Posts: 1,915
Nominated 5 Times in 1 Post Reputation: 1029 Points: 22,671, Level: 21 | Level up: 17%, 1,329 Points needed |     | | | 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! | Donate to remove ads, get your "DONATOR title, and get access to the MMOwned community's elite Shoutbawx. 
09-08-2009
| | New User | | | Join Date: Jan 2009
Posts: 12
Reputation: 1 | | | Yes.... Yes!!!! D a t a!! | 
09-09-2009
|  | Kynox's sister's pimp Legendary User | | | Join Date: Apr 2006 Location: ntdll.dll
Posts: 4,180
Nominated 63 Times in 4 Posts  TOTM/W Award(s): 1 Reputation: 1085 Points: 55,512, Level: 35 | Level up: 14%, 3,188 Points needed |     | | | 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,
}; | 
09-09-2009
| | New User | | | Join Date: Mar 2008
Posts: 28
Reputation: 2 Level up: 99%, 5 Points needed | | | 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,
};
| 
09-11-2009
| | Master Sergeant | | | Join Date: Jul 2008
Posts: 102
Reputation: 22 Level up: 65%, 178 Points needed |   | | 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. | 
09-11-2009
|  | MMOwned WebDev Legendary User | | | Join Date: Jan 2008
Posts: 1,915
Nominated 5 Times in 1 Post Reputation: 1029 Points: 22,671, Level: 21 | Level up: 17%, 1,329 Points needed |     | | 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
}
| 
09-11-2009
|  | MMOwned WebDev Legendary User | | | Join Date: Jan 2008
Posts: 1,915
Nominated 5 Times in 1 Post Reputation: 1029 Points: 22,671, Level: 21 | Level up: 17%, 1,329 Points needed |     | | 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
}
| 
09-24-2009
| | Contributor | | | Join Date: Sep 2006 Location: Jaedenar O.o
Posts: 568
Reputation: 162 Level up: 58%, 336 Points needed |     | | 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
}
__________________ http://www.main-dev.com/
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Last edited by MaiN; 4 Weeks Ago at 09:04 AM.
| 
09-25-2009
|  | Elite User | | | Join Date: Nov 2006
Posts: 575
Nominated 6 Times in 3 Posts Reputation: 557 Level up: 97%, 38 Points needed |     | | 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 - ?
| 
09-28-2009
|  | Elite User | | | Join Date: Nov 2006
Posts: 575
Nominated 6 Times in 3 Posts Reputation: 557 Level up: 97%, 38 Points needed |     | | Maybe this post deserves a sticky sticky | 
09-29-2009
|  | Legendary Legendary User  | | | Join Date: Nov 2006 Location: Germany (DE)
Posts: 2,392
Nominated 15 Times in 3 Posts Reputation: 672 Points: 14,298, Level: 15 | Level up: 50%, 702 Points needed |     | | 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
| | 
09-30-2009
| | Sergeant | | | Join Date: Nov 2008
Posts: 67
Reputation: 32 Level up: 16%, 423 Points needed |   | | | 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 ) | 
10-02-2009
| | Sergeant Major | | | Join Date: Oct 2008
Posts: 146
Reputation: 12 Level up: 54%, 231 Points needed |  | | 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,
};
| 
10-02-2009
|  | Contributor | | | Join Date: May 2007 Location: Dragon Shores
Posts: 690
Reputation: 167 Level up: 28%, 651 Points needed |     | | | 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,
}
__________________ “Saying that Java is nice because it works on all OSes is like saying that anal sex is nice because it works on all genders.”
“If Java had true garbage collection, most programs would delete themselves upon execution.” | 
10-16-2009
| | Contributor | | | Join Date: Sep 2006 Location: Jaedenar O.o
Posts: 568
Reputation: 162 Level up: 58%, 336 Points needed |     | | 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.
__________________ http://www.main-dev.com/
I was here. ~Dragon[Sky] I was here too. ~Kuiren
Last edited by MaiN; 10-16-2009 at 08:16 PM.
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