TQ patched the mob/player structure, that's for sure. What I have found so far is:
Code:
PlayerBaseAddress = [0064ff48] (the read value of that address, not the address itself) PlayerBaseAddress + 0x8D4 = x coordinate PlayerBaseAddress + 0x8D8 = y coordinate TargetBaseAddress + 0x18C = x coordinate TargetBaseAddress + 0x190 = y coordinate UseSkill Function: 004BB30D - 53 - push ebx // always 0, I believe 004BB30E - 50 - push eax // Target ID 004BB30F - ff b7 30 ba 09 00 - push [edi+0009ba30] // Skill ID 004BB315 - e8 e4 28 04 00 - call 004fdbfe Shift-click Function: 00483C40 - b8 44 58 5c 00 - mov eax,005c5844 00483C45 - e8 c6 e7 0e 00 - call 00572410 00483C4A - 8b 45 08 - mov eax,[ebp+08] 00483C4D - 83 65 fc 00 - and dword ptr [ebp-04],00 00483C51 - 85 c0 - test eax,eax 00483C53 - 74 1f - je 00483c74 00483C55 - 8b 50 60 - mov edx,[eax+60] 00483C58 - 89 91 a4 09 00 00 - mov [ecx+000009a4],edx // ebx = Target ID 00483C5E - 8b 80 e4 00 00 00 - mov eax,[eax+000000e4] 00483C64 - 85 c0 - test eax,eax 00483C66 - 74 0c - je 00483c74 00483C68 - 50 - push eax 00483C69 - 81 c1 78 0a 00 00 - add ecx,00000a78 00483C6F - e8 fc e4 0e 00 - call 00572170
- The name of a player/mob is now no longer in the player/mob structure. (Well, it might be, but then it's definitely not as plain text)
- The player base address (or whatever you want to call it) is now dynamic, where it used to be static (0x5DABB8 in the last couple of patches)