def __init__(self, hprocess): self._hprocess = hprocess self._address = memRead(self._hprocess, 0x00B41414) self._playerGuid = memRead(self._hprocess, self._address + 0xc0) self._firstObject = memRead(self._hprocess, self._address + 0xac) self._objList = [] self._numberOfObjects = 0 self._unitObjList = [] self._playerObjList = [] self.party = None self._player = self.populateObjList() self.inj = Injector(hprocess) self._player.passInjector(self.inj)
def maxHealth(self): return memRead( self._hprocess, self.descriptors() + constants.Descriptors.MaxHealth.value)
def factionId(self): return memRead( self._hprocess, self.descriptors() + constants.Descriptors.FactionId.value)
def descriptors(self): return memRead(self._hprocess, self._address + constants.ObjectMan.Descriptors.value)
def type(self): return memRead(self._hprocess, self._address + constants.ObjectMan.ObjType.value)
def nextObjectAddress(self): return memRead(self._hprocess, self._address + 0x3c)
def guidUpper(self): return memRead(self._hprocess, self._address + 0x34)
def guidLower(self): return memRead(self._hprocess, self._address + 0x30)
def mana(self): return memRead(self._hprocess, self.descriptors() + constants.Descriptors.Mana.value)
def rage(self): return memRead( self._hprocess, self.descriptors() + constants.Descriptors.Rage.value) / 10
def movementState(self): return memRead( self._hprocess, self._address + constants.Descriptors.movementFlags.value)