Thank you very much for your help Jasty.
Sadly, also with this address the autopath would always fly.
Seems my move function might be the issue.
I listed them all (autopath and normal) below.
I tried differnent ways and cannot find alternatives atm.
If anyone has an idea, I would be really grateful.
MoveTo(X,Y,Z=0,flyflag=0)
{
if X < 1000
X := floattohex((X*10)-4000)
if Y < 1000
Y := floattohex((Y*10)-5500)
revHex(revX, X)
revHex(revY, Y)
revHex(revZ, Z)
revHex(revBaseAddress, realbaseAddress)
revHex(revAutoPathAddress, AutoPathAddress)
func =
func = %func%60
func = %func%B9%revY%
func = %func%BA%revZ%
func = %func%B8%revX%
func = %func%6a00
func = %func%51
func = %func%52
func = %func%50
func = %func%6a03
func = %func%6a00
func = %func%6a00
func = %func%684A010000
func = %func%b9%revBaseAddress%
func = %func%8B09
func = %func%83C11C
func = %func%8B09
func = %func%BB%revAutoPathAddress%
func = %func%FFD3
func = %func%B9%revZ%
func = %func%6A00
func = %func%6A00
func = %func%6A00 ; set to 6A01 to drop at destination
func = %func%51
func = %func%6A01
if (flyflag=0)
func = %func%6A01
else
func = %func%6A00
func = %func%6A00
func = %func%684A010000
func = %func%B9%revBaseAddress%
func = %func%8B09
func = %func%83C11C
func = %func%8B09
func = %func%BB%revAutoPathAddress%
func = %func%FFD3
func = %func%61
func = %func%C3
injectCode(func)
}
normalMoveTo(X,Y,Z=0,flyflag=0)
{
if (X < 1000)
{
X := floattohex((X*10)-4000)
Y := floattohex((Y*10)-5500)
Z := floattohex(Z*10)
}
revHex(revX, X)
revHex(revY, Y)
revHex(revZ, Z)
revHex(revBaseAddress, realbaseAddress)
revHex(revPlayerOffSet, playerOffSet,2)
revHex(revADDRESS_ACTION1, ADDRESS_ACTION1)
revHex(revADDRESS_ACTION2, ADDRESS_ACTION2)
revHex(revADDRESS_ACTION3, ADDRESS_ACTION3)
revHex(OFFSET_ACTIONBASE, playerActionStructOffset)
revHex(FLYMODE, flyflag)
func =
func = %func%60
func = %func%B8%revBaseAddress%
func = %func%8B00
func = %func%8B401C
func = %func%8B70%revPlayerOffSet%
func = %func%8B8E%OFFSET_ACTIONBASE%
func = %func%6A01
func = %func%BA%revADDRESS_ACTION1%
func = %func%FFD2
func = %func%8BF8
func = %func%8D442418
func = %func%50
func = %func%BA%FLYMODE%
func = %func%52
func = %func%8BCF
func = %func%BA%revADDRESS_ACTION2%
func = %func%FFD2
func = %func%8B8E%OFFSET_ACTIONBASE%
func = %func%B8%revX%
func = %func%8BD7
func = %func%83C220
func = %func%8902
func = %func%B8%revZ%
func = %func%8BD7
func = %func%83C224
func = %func%8902
func = %func%B8%revY%
func = %func%8BD7
func = %func%83C228
func = %func%8902
func = %func%6A00
func = %func%6A01
func = %func%57
func = %func%6A01
func = %func%BA%revADDRESS_ACTION3%
func = %func%FFD2
func = %func%61
func = %func%C3
injectCode(func)
}
normalMoveTo2(X,Y,Z=0,flyflag=0)
{
if (X < 1000)
{
X := floattohex((X*10)-4000)
Y := floattohex((Y*10)-5500)
Z := floattohex(Z*10)
}
revHex(revX, X)
revHex(revY, Y)
revHex(revZ, Z)
revHex(revBaseAddress, realbaseAddress)
revHex(revPlayerOffSet, playerOffSet,2)
revHex(revADDRESS_ACTION1, ADDRESS_ACTION1)
revHex(revADDRESS_ACTION2, ADDRESS_ACTION2)
revHex(revADDRESS_ACTION3, ADDRESS_ACTION3)
revHex(OFFSET_ACTIONBASE, playerActionStructOffset)
revHex(FLYMODE, flyflag)
func =
func = %func%60 ;PUSHAD
func = %func%B8%revBaseAddress% ;MOV EAX,BaseAddress
func = %func%8B00 ;MOV EAX,DWORD PTR DS:[EAX]
func = %func%8B401C ;MOV EAX,DWORD PTR DS:[EAX+1C]
func = %func%8B78%revPlayerOffSet% ;MOV EDI,DWORD PTR DS:[EAX+34]
func = %func%8B8F%OFFSET_ACTIONBASE% ;MOV ECX,DWORD PTR DS:[EDI+playerActionStructOffset]
func = %func%6A01 ;PUSH 1
func = %func%BA%revADDRESS_ACTION1% ;MOV EDX, Walk1
func = %func%FFD2 ;CALL EDX
func = %func%8D4C241C ;LEA ECX,[ESP+1C]
func = %func%89C6 ;MOV ESI,EAX
func = %func%51 ;PUSH ECX
func = %func%BA%FLYMODE% ;MOV EDX,FLYMODE
func = %func%52 ;PUSH EDX
func = %func%89F1 ;MOV ECX,ESI
func = %func%BA%revADDRESS_ACTION2% ;MOV EDX,Walk2
func = %func%FFD2 ;CALL EDX
func = %func%8B8F%OFFSET_ACTIONBASE% ;MOV ECX,DWORD PTR DS:[EDI+playerActionStructOffset]
func = %func%B8%revX% ;MOV EAX,X
func = %func%89F2 ;MOV EDX,ESI
func = %func%83C220 ;ADD EDX,20
func = %func%8902 ;MOV DWORD PTR DS:[EDX],EAX
func = %func%B8%revZ% ;MOV EAX,Z
func = %func%89F2 ;MOV EDX,ESI
func = %func%83C224 ;ADD EDX,24
func = %func%8902 ;MOV DWORD PTR DS:[EDX],EAX
func = %func%B8%revY% ;MOV EAX,Y
func = %func%89F2 ;MOV EDX,ESI
func = %func%83C228 ;ADD EDX,28
func = %func%8902 ;MOV DWORD PTR DS:[EDX],EAX
func = %func%6A01 ;PUSH 1
func = %func%56 ;PUSH ESI
func = %func%6A01 ;PUSH 1
func = %func%BA%revADDRESS_ACTION3% ;MOV EDX,Walk3
func = %func%FFD2 ;CALL EDX
func = %func%61 ;POPAD
func = %func%C3 ;RETN
injectCode(func)
}
normalMoveTo3(X,Y,Z=0,flyflag=0)
{
if (X < 1000)
{
X := floattohex((X*10)-4000)
Y := floattohex((Y*10)-5500)
Z := floattohex(Z*10)
}
revHex(revX, X)
revHex(revY, Y)
revHex(revZ, Z)
revHex(revBaseAddress, realbaseAddress)
revHex(revPlayerOffSet, playerOffSet,2)
revHex(revADDRESS_ACTION1, ADDRESS_ACTION1)
revHex(revADDRESS_ACTION2, ADDRESS_ACTION2)
revHex(revADDRESS_ACTION3, ADDRESS_ACTION3)
revHex(OFFSET_ACTIONBASE, playerActionStructOffset)
revHex(FLYMODE, flyflag)
func =
func = %func%60
func = %func%B9%revBaseAddress%
func = %func%8B09
func = %func%8B491C
func = %func%8B7134
func = %func%8B8E
func = %func%%OFFSET_ACTIONBASE%
func = %func%6A01
func = %func%BA%revADDRESS_ACTION1%
func = %func%FFD2
func = %func%8BF8
func = %func%50
func = %func%BA%FLYMODE%
func = %func%52
func = %func%8BCF
func = %func%BA%revADDRESS_ACTION2%
func = %func%FFD2
func = %func%8B8E%OFFSET_ACTIONBASE%
func = %func%B8%revX%
func = %func%8BD7
func = %func%83C220
func = %func%8902
func = %func%B8%revZ%
func = %func%8BD7
func = %func%83C224
func = %func%8902
func = %func%B8%revY%
func = %func%8BD7
func = %func%83C228
func = %func%8902
func = %func%6A00
func = %func%6A01
func = %func%57
func = %func%6A01
func = %func%BA%revADDRESS_ACTION3%
func = %func%FFD2
func = %func%5F
func = %func%61
func = %func%C3
injectCode(func)
}