Hi, i'm making a small bot for a friend and i need to implement pet movement.
Looks like ptctl packet does not display pet movement on client screen. (Like walk packet does not display character movement)
That's why i'm looking if somebody can share with me pet walk function because i'm a total noob about RE and i can't find it by myself
To find it i've just put a break point on the instruction that writes the destiny position of the pet/partner, once the breakpoint hit execute till return and if you scroll up a little bit you'll see it.
Signature and mask for walk func (generated with CE plugin):
To find it i've just put a break point on the instruction that writes the destiny position of the pet/partner, once the breakpoint hit execute till return and if you scroll up a little bit you'll see it.
Signature and mask for walk func (generated with CE plugin):
To find it i've just put a break point on the instruction that writes the destiny position of the pet/partner, once the breakpoint hit execute till return and if you scroll up a little bit you'll see it.
Signature and mask for walk func (generated with CE plugin):
Got some issue with pet object.
The value of static address + 0x3C is equals to 0 until you first move your cursor and also this value change if you put your cursor on any entity
Object = value in ESI needed by pet walk function
1 - In character selection screen, object value is 0 (nothing strange i guess)
2 - In game but haven't move cursor yet, object value is 0, so if i call pet walk it will crash
3 - Normal behavior object value is correct, if i call pet walk function it will work
4 - Cursor on an entity on your screen object value is incorrect, if i call pet walk function it will crash
The function moves a ptr to TSvrCtlObjManager into eax, so i found a ptr to CtrlObjManagerList at 0x899924 adding + 0x4 to the adress of the CtrlObjManagerList leads you to the list of objects and at + 0x8 you have the number of objects in the list which is usually just your pets. It looks something like this:
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