update remaining offsets
This commit is contained in:
@@ -318,7 +318,7 @@ func (gd *GameReader) InCharacterSelectionScreen() bool {
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}
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}
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func (gd *GameReader) GetSelectedCharacterName() string {
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func (gd *GameReader) GetSelectedCharacterName() string {
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return gd.Process.ReadStringFromMemory(gd.Process.moduleBaseAddressPtr+0x1C3D694, 0)
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return gd.Process.ReadStringFromMemory(gd.Process.moduleBaseAddressPtr+gd.offset.SelectedCharName, 0)
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}
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}
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func (gd *GameReader) LegacyGraphics() bool {
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func (gd *GameReader) LegacyGraphics() bool {
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@@ -438,11 +438,11 @@ func (gd *GameReader) IsDismissableModalPresent() (bool, string) {
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}
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}
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func (gd *GameReader) LastGameName() string {
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func (gd *GameReader) LastGameName() string {
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+0x29FB450, 0)
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+gd.offset.LastGameName, 0)
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}
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}
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func (gd *GameReader) LastGamePass() string {
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func (gd *GameReader) LastGamePass() string {
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+0x29FB4A8, 0)
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+gd.offset.LastGamePassword, 0)
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}
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}
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func (gd *GameReader) FPS() int {
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func (gd *GameReader) FPS() int {
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@@ -8,8 +8,8 @@ import (
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)
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)
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func (gd *GameReader) GetKeyBindings() data.KeyBindings {
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func (gd *GameReader) GetKeyBindings() data.KeyBindings {
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blob := gd.ReadBytesFromMemory(gd.moduleBaseAddressPtr+0x18C2894, 0x500)
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blob := gd.ReadBytesFromMemory(gd.moduleBaseAddressPtr+gd.offset.KeyBindingsOffset, 0x500)
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blobSkills := gd.ReadBytesFromMemory(gd.moduleBaseAddressPtr+0x1CE8510, 0x500)
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blobSkills := gd.ReadBytesFromMemory(gd.moduleBaseAddressPtr+gd.offset.KeyBindingsSkillsOffset, 0x500)
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skillsKB := [16]data.SkillBinding{}
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skillsKB := [16]data.SkillBinding{}
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for i := 0; i < 7; i++ {
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for i := 0; i < 7; i++ {
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@@ -19,15 +19,12 @@ type Offset struct {
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Ping uintptr
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Ping uintptr
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LegacyGraphics uintptr
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LegacyGraphics uintptr
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CharData uintptr
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CharData uintptr
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SelectedCharName uintptr
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LastGameName uintptr
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LastGamePassword uintptr
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}
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}
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func calculateOffsets(process *Process) Offset {
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func calculateOffsets(_ *Process) Offset {
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memory, err := process.getProcessMemory()
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if err != nil || len(memory) == 0 {
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// Return empty offsets - will be recalculated when game is ready
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return Offset{}
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}
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// UnitTable
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// UnitTable
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unitTableOffset := uintptr(0x1D95AF0)
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unitTableOffset := uintptr(0x1D95AF0)
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@@ -55,17 +52,20 @@ func calculateOffsets(process *Process) Offset {
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// FPS
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// FPS
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fpsOffset := uintptr(0x1C46894)
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fpsOffset := uintptr(0x1C46894)
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// KeyBindings
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keyBindingsOffset := uintptr(0x18C2894)
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// KeyBindings Skills
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// KeyBindings Skills
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keyBindingsSkillsOffset := uintptr(0x1CE8510)
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keyBindingsSkillsOffset := uintptr(0x1CE8510)
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// QuestInfo
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// QuestInfo
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questInfoOffset := uintptr(0)
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questInfoOffset := uintptr(0x1DB23D8)
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// Terror Zones
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// Terror Zones
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tzOffset := uintptr(0x248D4C8)
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tzOffset := uintptr(0x248D430)
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// Ping
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// Ping
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pingOffset := uintptr(0)
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pingOffset := uintptr(0x1CE78D0)
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// LegacyGraphics
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// LegacyGraphics
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legacyGfxOffset := uintptr(0x1DB263E)
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legacyGfxOffset := uintptr(0x1DB263E)
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@@ -73,6 +73,15 @@ func calculateOffsets(process *Process) Offset {
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// CharData
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// CharData
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charDataOffset := uintptr(0x1CED5E8)
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charDataOffset := uintptr(0x1CED5E8)
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// Selected Char Name
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selectedCharNameOffset := uintptr(0x1C3D694)
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// Last Game Name
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lastGameNameOffset := uintptr(0x24D5A90)
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// Last Game Password
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lastGamePasswordOffset := uintptr(0x24D5AE8)
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return Offset{
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return Offset{
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UnitTable: unitTableOffset,
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UnitTable: unitTableOffset,
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UI: uiOffsetPtr,
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UI: uiOffsetPtr,
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@@ -83,11 +92,15 @@ func calculateOffsets(process *Process) Offset {
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WidgetStatesOffset: WidgetStatesOffset,
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WidgetStatesOffset: WidgetStatesOffset,
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WaypointTableOffset: WaypointTableOffset,
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WaypointTableOffset: WaypointTableOffset,
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FPS: fpsOffset,
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FPS: fpsOffset,
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KeyBindingsOffset: keyBindingsOffset,
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KeyBindingsSkillsOffset: keyBindingsSkillsOffset,
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KeyBindingsSkillsOffset: keyBindingsSkillsOffset,
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QuestInfo: questInfoOffset,
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QuestInfo: questInfoOffset,
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TZ: tzOffset,
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TZ: tzOffset,
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Ping: pingOffset,
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Ping: pingOffset,
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LegacyGraphics: legacyGfxOffset,
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LegacyGraphics: legacyGfxOffset,
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CharData: charDataOffset,
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CharData: charDataOffset,
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SelectedCharName: selectedCharNameOffset,
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LastGameName: lastGameNameOffset,
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LastGamePassword: lastGamePasswordOffset,
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}
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}
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}
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}
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