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snippets of cycript code for messing with wow's rendering (client version 3.3.5a / build 12340)
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// here i am getting a pointer to the games camera, starting from | |
// s_currentWorldFrame which has a known address in the games memory. | |
// that static variable points to an instance of CGWorldFrame, which | |
// houses a lot of the rendering stuff, including the camera. the | |
// camera, among other things, has a variable for the field of view | |
// which is what ends up at *fovptr. | |
var s_currentWorldFrame = @encode(int*)(0xEEEA8C) // static pointer to active world frame | |
var m_camera = 32280; //offset of cgcamera pointer in worldframe object | |
var m_fov = 64; // offset of fov (field of view) value in cgcamera object (just a floating point number) | |
var cgcam = @encode(int*) (*s_currentWorldFrame + m_camera); | |
var fovptr = @encode(float*) (*cgcam + 64); | |
*fovptr = 4.0 // huge | |
*fovptr = 0.5 // small | |
// these are integer bitfields that control rendering settings. that is, | |
// each bit in these variables turns something on or off. these are where | |
// most of the weird effects in the video comes from | |
var unk_s_enables = @encode(int*)(0xda0d08) | |
var world_s_enables = @encode(int*)(0xda0d04) | |
var RENDER_ENABLE_TERRAIN_NORMALS = 1 << 30; | |
var RENDER_ENABLE_WIREFRAME = 1 << 29; | |
var RENDER_ENABLE_WDL = 1 << 26; | |
var RENDER_ENABLE_WATER = 1 << 24; | |
var RENDER_ENABLE_DEBUG = 1 << 21; // shows collisions and wmo portals? | |
var RENDER_ENABLE_WMO = 1 << 8; | |
var RENDER_ENABLE_TERRAIN = 1 << 1; | |
var RENDER_ENABLE_TERRAIN_DOODADS = 1; |
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