Quote:
Originally Posted by Syc.
Conquest - 4 min
|
Code:
Conquest Mob HP : 76 20 8B 4D F8 51 8B 55 08 52 8B 45 F0 8B 48 24 8B 55 F0 8B 01 8B 4A 24 8B 50 08 FF D2
=> S4Client.exe+6620E7
i don't get why he didnt use the pattern i link

..
it's the check of the conquest mob hp (dead or alive)
Code:
mov ecx,[ebp-08] // Mob instance
mov eax,[edx+00000094] // Address of GetHP()
call eax // Mob->getHP();
fstp dword ptr [ebp-38] // Save return in local variable [ebp-38] (float)
movss xmm0,[ebp-38] // srsly..?
comiss xmm0,[S4Client.exe+15BA5DC] // { [0.00] } // compare if MobHP <= 0
jna S4Client.exe+662109 // srsly..?
Pseudocode:
Code:
float mobHP = Mob->getHP();
if (mobHP <= 0.0f)
{
...
}
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The disadvantage from your function:
- every actor which access on this function will get the modified HP
The advantage from my function:
- It's just the check if the conquest mob has still more than 0.0f HP (alive or dead)
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Maybe you should take a look in the pattern list i shared.