Moderator: MacroQuest Developers


dont_know_at_all wrote:No, it's not like pulling them out of thin air.
Take AFK in the SPAWNINFO struct. I found the command table with the entry with "/afk". I looked at the code till I found where it was setting a byte in the structure.
For LFG, since they "gave" use the LFG window, I haven't been able to figure it out. So, I dump my structure with it on and with it off to see what's changed.
It sucks, basically.

donations for this month's patches.
Thanks Mule!EqMule00 wrote:I can use some help on figuring out the speedheading X Y or Z... /shrugCode: Select all
typedef struct _SPAWNINFO { /*000*/ BYTE SpawnFlag; /*001*/ CHAR Name[64]; /*065*/ BYTE Unknown065[7]; /*072*/ FLOAT MovingZ; //DeltaHeading but not sure if its Z yet /*076*/ FLOAT Heading; /*080*/ FLOAT X; /*084*/ FLOAT RunSpeed; /*088*/ FLOAT Y; /*092*/ FLOAT Z; /*096*/ BYTE Unknown096[4]; /*100*/ FLOAT MovingX; //DeltaHeading but not sure if its X yet /*104*/ FLOAT MovingY; //DeltaHeading but not sure if its Y yet /*108*/ BYTE Unknown108[8]; /*116*/ FLOAT CameraAngle; /*120*/ BYTE Unknown120[12]; /*132*/ PACTORINFO pActorInfo; /*136*/ BYTE Unknown136[7]; /*144*/ BYTE LFG; /*145*/ BYTE Unknown145[76]; /*220*/ DWORD Zone; /*224*/ DWORD Unknown224; /*228*/ struct _SPAWNINFO *pNext; /*232*/ PCHARINFO pCharInfo; /*236*/ BYTE Unknown236[4]; /*240*/ struct _SPAWNINFO *pPrev; /*244*/ DWORD Unknown244; /*248*/ CHAR Lastname[32]; /*280*/ BYTE Unknown280[36]; /*316*/ BYTE Level; /*317*/ BYTE Type; /*318*/ BYTE Gender; /*319*/ BYTE Unknown319; /*320*/ BYTE HideMode; //1=hidden 2=invis? 3=invis versus undead 4=invis v animals? /*321*/ BYTE StandState; /*322*/ BYTE Class; /*323*/ BYTE Unknown323[5]; /*328*/ DWORD SpawnID; /*332*/ DWORD MasterID; /*336*/ DWORD Race; /*340*/ BYTE Unknown340[16]; /*356*/ DWORD HPCurrent; /*360*/ BYTE Unknown360[8]; /*368*/ DWORD Deity; /*372*/ DWORD HPMax; /*376*/ DWORD GuildID; } SPAWNINFO, *PSPAWNINFO;

I too am having the same problem, a slight workaround is if your setup is like mine, VS 6.0, don't build it as a Release, make a Debug build, that helped stabilize the left-hand ping. If I did a Release build, the left hand number bounces around like crazy between 60-200, whereas Debug build keeps it pretty steady between 120-130 without jumping around alot. (I also set the Byte Alignment from 8 to 1).Gengis wrote:K I got latest CVS and Compiled with offsets and seems to be working but I get a constant fast pingage. The left number seems to refresh insanely too fast and the right number is highly high. When I don't use MQ I can play fine.