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Action=TogglePower
#16
Or anybody else that can hack the exe.
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#17
CNCM_BLITZ;date=Nov 24 2005, 09:26 PM;post=2054 Wrote:Actions are ONLY mouse pointers. Type=ForceShield will work with Action=Nuke, TogglePower, ChronoWarp, or any action that you could POSSIBLY use. The real effects are cause be the Type=.

There are exceptions to that (like Action=TogglePower, which makes your point rather... irrelevant.)
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#18
Action=TogglePower is, I believe, hardcoded to use a Type= or a procedure that is in the exe file.
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#19
CNCM_BLITZ Wrote:Action=TogglePower is, I believe, hardcoded to use a Type= or a procedure that is in the exe file.

Action NOT mouse pointer
.rdata:007E3C50 ActionsList dd offset aNone_3 ; DATA XREF: Onesub_474E10+10r
.rdata:007E3C50 ; Onesub_474E10+29o
.rdata:007E3C50 ; "None"
.rdata:007E3C54 dd offset aMove ; "Move"
.rdata:007E3C58 dd offset aNomove ; "NoMove"
.rdata:007E3C5C dd offset aEnter ; "Enter"
.rdata:007E3C60 dd offset aSelf ; "Self"
.rdata:007E3C64 dd offset aAttack ; "Attack"
.rdata:007E3C68 dd offset aHarvest ; "Harvest"
.rdata:007E3C6C dd offset aSelect ; "Select"
.rdata:007E3C70 dd offset aToggleselect ; "ToggleSelect"
.rdata:007E3C74 dd offset aCapture ; "Capture"
.rdata:007E3C78 10
.rdata:007E3C78 dd offset aEaten ; "Eaten"
.rdata:007E3C7C dd offset aRepair ; "Repair"
.rdata:007E3C80 dd offset aSell ; "Sell"
.rdata:007E3C84 dd offset aSellunit ; "SellUnit"
.rdata:007E3C88 dd offset aNosell ; "NoSell"
.rdata:007E3C8C dd offset aNorepair ; "NoRepair"
.rdata:007E3C90 dd offset aSabotage ; "Sabotage"
.rdata:007E3C94 dd offset aTote ; "Tote"
.rdata:007E3C98 dd offset aDontuse2 ; "DontUse2"
.rdata:007E3C9C dd offset aDontuse3 ; "DontUse3"
.rdata:007E3CA0 20
.rdata:007E3CA0 dd offset aNuke_0 ; "Nuke"
.rdata:007E3CA4 dd offset aDontuse4 ; "DontUse4"
.rdata:007E3CA8 dd offset aDontuse5 ; "DontUse5"
.rdata:007E3CAC dd offset aDontuse6 ; "DontUse6"
.rdata:007E3CB0 dd offset aDontuse7 ; "DontUse7"
.rdata:007E3CB4 dd offset aDontuse8 ; "DontUse8"
.rdata:007E3CB8 dd offset aGuardarea ; "GuardArea"
.rdata:007E3CBC dd offset aHeal ; "Heal"
.rdata:007E3CC0 dd offset aDamage ; "Damage"
.rdata:007E3CC4 dd offset aGrepair ; "GRepair"
.rdata:007E3CC8 30
.rdata:007E3CC8 dd offset aNodeploy ; "NoDeploy"
.rdata:007E3CCC dd offset aNoenter ; "NoEnter"
.rdata:007E3CD0 dd offset aNogrepair ; "NoGRepair"
.rdata:007E3CD4 dd offset aTogglepower ; "TogglePower"
.rdata:007E3CD8 dd offset aNotogglepower ; "NoTogglePower"
.rdata:007E3CDC dd offset aEntertunnel ; "EnterTunnel"
.rdata:007E3CE0 dd offset aNoentertunnel ; "NoEnterTunnel"
.rdata:007E3CE4 dd offset aIroncurtain ; "IronCurtain"
.rdata:007E3CE8 dd offset aLightningstorm_0 ; "LightningStorm"
.rdata:007E3CEC dd offset aChronosphere ; "ChronoSphere"
.rdata:007E3CF0 dd offset aChronowarp ; "ChronoWarp"
.rdata:007E3CF4 dd offset aParadrop ; "ParaDrop"
.rdata:007E3CF8 dd offset aPlacewaypoint ; "PlaceWaypoint"
.rdata:007E3CFC dd offset aTibsunbug ; "TibSunBug"
.rdata:007E3D00 dd offset aEnterwaypointmode ; "EnterWaypointMode"
.rdata:007E3D04 dd offset aFollowwaypoint ; "FollowWaypoint"
.rdata:007E3D08 dd offset aSelectwaypoint ; "SelectWaypoint"
.rdata:007E3D0C dd offset aLoopwaypointpath ; "LoopWaypointPath"
.rdata:007E3D10 dd offset aDragwaypoint ; "DragWaypoint"
.rdata:007E3D14 dd offset aAttackwaypoint ; "AttackWaypoint"
.rdata:007E3D18 dd offset aEnterwaypoint ; "EnterWaypoint"
.rdata:007E3D1C dd offset aPatrolwaypoint ; "PatrolWaypoint"
.rdata:007E3D20 dd offset aAreaattack ; "AreaAttack"
.rdata:007E3D24 dd offset aIvanbomb ; "IvanBomb"
.rdata:007E3D28 dd offset aNoivanbomb ; "NoIvanBomb"
.rdata:007E3D2C dd offset aDetonate ; "Detonate"
.rdata:007E3D30 dd offset aDetonateall ; "DetonateAll"
.rdata:007E3D34 dd offset aDisarmbomb ; "DisarmBomb"
.rdata:007E3D38 dd offset aSelectnode ; "SelectNode"
.rdata:007E3D3C dd offset aAttacksupport ; "AttackSupport"
.rdata:007E3D40 dd offset aPlacebeacon ; "PlaceBeacon"
.rdata:007E3D44 dd offset aSelectbeacon ; "SelectBeacon"
.rdata:007E3D48 dd offset aAttackmovenav ; "AttackMoveNav"
.rdata:007E3D4C dd offset aAttackmovetar ; "AttackMoveTar"
.rdata:007E3D50 dd offset aDemolish ; "Demolish"
.rdata:007E3D54 dd offset aAmerparadrop ; "AmerParaDrop"
.rdata:007E3D58 dd offset aPsychicdominator ; "PsychicDominator"
.rdata:007E3D5C dd offset aSpyplane ; "SpyPlane"
.rdata:007E3D60 dd offset aGeneticconverter ; "GeneticConverter"
.rdata:007E3D64 dd offset aForceshield ; "ForceShield"
.rdata:007E3D68 dd offset aNoforceshield ; "NoForceShield"
.rdata:007E3D6C dd offset aAirstrike ; "Airstrike"
.rdata:007E3D70 dd offset aPsychicreveal ; "PsychicReveal"
ARM forever - x86 sucks!


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#20
action numbers get converted to mouse.sha frame numbers in a special routine.

that above is the list of actions, used for reading the INI tag.
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#21
yes ...or another file which you want
game use internal functions which return number of action
(in TechoClass and derivatives classes
(I once have replaced such function on: B8 0x 000000 C3 mov eax, x ret)
It was fun, very fun Smile
Is't it?
ARM forever - x86 sucks!


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#22
um... what?

technos don't have anything to do with actions except mouseover events...
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#23
But TechoClass + 0x74 from VTable what do?
Also that you think about PROC at 00692610h
Is it return current action (cursor)?
I know what PROC at 00692B60h - Scrolling screen
ARM forever - x86 sucks!


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#24
I Found itSmile
I found function which switch toggle power mode
I test it
It work
But...
1.(cursor is represented as "TibSunBag")
2.When building is power off POWEROFF.SHP not draw
3.When I test it I use command handler "Scatter"
When I press scatter button toggle power mode switch
It is possible to add it instead of "Team03" on Advanced Command Bar
ARM forever - x86 sucks!


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#25
just btw, TechnoType+0x74, just like you mentionned, returns an Action number.

the function is called when you have "this" (ecx) unit selected and have the mouse over another techno. it returns the mouse cursor to show.
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#26
If you set the toggle power superweapon's type to 'ForceShield' and it's action to TogglePower, it will work on your structures and not cause IE, but if you don't set ForceShieldRadius, ForceShieldDuration, ForceShieldBlackoutDuration, ForceShieldPlayFadeSoundTime to 0, then using the toggle power superweapon will also use the forceshield superweapon
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#27
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