struct ping{
int32_t active; /* boolean */
int32_t x;
int32_t y;
char timer; /* goes from 0 to 0x13 */
char u;
char color;
char u2;
} *ping=0x59c1b8; /* 16 structs allocated for 16 simultaneous pings */
#define RED 0x10
#define GREEN 0x11
#define YELLOW 0x12
Unfortunately the struct doesn't seem to be "shared", only happens to be the same on all clients sometimes but it only takes one time when they're not the same to cause desyncs. Same plague as my Text Detection Application, FFFFFFFUUUU-
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Post has been edited 2 time(s), last time on Dec 7 2011, 2:46 am by yoonkwun.
None.
SDE, BWAPI owner, hacker.
0059C1B8 minimapPingArray mmPing[16]
Confirmed. Timer cycles from 0-19 (0x13).
My structure:Byte-for-byte:struct mmPing
{
bool isActive;
bool __unused_padding1[3];
POINT pt;
WORD wTimer;
BYTE bColor;
BYTE __unused_paddingF;
}
In C++ with struct alignment set to 4 bytes(default):struct mmPing
{
bool isActive;
POINT pt;
WORD wTimer;
BYTE bColor;
}
EDIT: I may be wrong about the alignment stuff, will test it in a sec.EDIT2: Tested and confirmed that the compiled structure in a new C++ project matches.Also yes of course they are not shared, since pings are most commonly only seen individually by each client ("Your base is under attack" for example).
Post has been edited 2 time(s), last time on Dec 7 2011, 5:51 pm by Heinermann.
Can you use the colors before 0x10, do you know? They are the same as the player colors (as defined in game\tblink.pcx)
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