this is also out of date thanks to the obfuscation Blizzard put in the game. This new API is implemented in Enigma.D3.MemoryModel GitHub - Enigma32/Enigma.D3. Even better, I could focus on generating a SymbolTable automatically It also gave me the possibility to switch between 32-bit and 64-bit symbols, at runtime (cool feature, but overkill). Then I'd only have this to update when a new patch hit instead of updating every file where this info was used. In order to deal with patches easier, I cleaned up the structures and implemented the SymbolTable class to hold the various offsets and similar variables. All the variables in Enigma.D3 are greyed out.ĭo you have any idea of how to fix this? Imgur: The magic of the InternetĮDIT: Has the structure changed so that PlayerData must be called through the static ACDManagerSymbols?D3Helper is using Enigma.D3.Memory from GitHub - Enigma32/Enigma.D3 at legacy which as the branch name suggest is outdated. When referencing your libraries, it doesn't seem to be able to read anything from it. Hey Enigma, I'm trying to update D3Helper to 64bit. Var scrmgr_block = mm.(x => x.IsUsed).Where(x => x.Size = MemoryObject.AlignedSize(0x50, 0x20)) ReSharper disable once EmptyGeneralCatchClauseĬode: var fn = mm.() If ( >= 1000)ĬurrentPlayer.LastWorldPos = curWorldPos If (CurrentPlayer.FirstStop = new DateTime())ĬurrentPlayer.StopDuration = new TimeSpan( - ) If (CurrentPlayer.StandStillStart = new DateTime())ĬurrentPlayer.StandStillStart = DateTime.Now If (curWorldPos.X != ||ĬurWorldPos.Y != ||ĬurWorldPos.Z != )ĬurrentPlayer.StandStillStart = new DateTime() ĬurrentPlayer.FirstStop = new DateTime() If ( = 0 & = 0 &Ĭ = 0) CurrentPlayer.LastWorldPos = curWorldPos Var localAcd = .ACDManager.ActorCommonData Var localPlayerData = .PlayerDataManager Code: public static void SetIsPlayerMoving()
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