try this:
where the offsets are as follows:
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Code:
public void moveTo(float X, float Y, float Z, float height = -1.0F)
{
int actionStruct = MemFunctions.MemReadInt(processHandle, getPlayerAddress() + off_player_actStruct);
int actionList = MemFunctions.MemReadInt(processHandle, actionStruct + off_player_actStruct_list);
int moveAction = MemFunctions.MemReadInt(processHandle, actionList + off_player_actStruct_list_move);
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_finished, 0); //action finished = 0
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_started, 1); //Action start = 1
MemFunctions.MemWriteFloat(processHandle, moveAction + off_player_actStruct_list_move_X, X); // Set X coord
MemFunctions.MemWriteFloat(processHandle, moveAction + off_player_actStruct_list_move_Y, Y); // Set Y coord
MemFunctions.MemWriteFloat(processHandle, moveAction + off_player_actStruct_list_move_Z, Z); // Set Z coord
MemFunctions.MemWriteFloat(processHandle, moveAction + off_player_actStruct_list_move_height, height); // Set height
if (height >= 0.0)
{
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_var1, 26625); //Set 1st var for flying up
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_var2, 256); // Set 2nd var for flying up
}
else
{
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_var1, 26624); //Set 1st var for not flying up
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_var2, 65536); // Set 2nd var for not flying up
}
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_type, 0); // Set moveType
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_error1, 0); // Set error
MemFunctions.MemWriteInt(processHandle, moveAction + off_player_actStruct_list_move_error2, 0); // Set error
MemFunctions.MemWriteInt(processHandle, actionStruct + off_player_actStruct_newAction, moveAction); // Set new actionType
MemFunctions.MemWriteInt(processHandle, actionStruct + off_player_actStruct_startNext, 1); // Set next action position to 1
MemFunctions.MemWriteInt(processHandle, actionStruct + off_player_actStruct_nextAction, moveAction); // Set new actionType
}
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