Jump to content

Welcome to Gaming On Steroids Forums
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account
Photo

Packet Class and Object changes


  • This topic is locked This topic is locked
No replies to this topic

#1
Inspired

Inspired

    Took the red pill.

  • Ex-Core Dev
  • PipPipPip
  • 723 posts
  • LocationWonderland

OnProcessPacket gets procced with all received packets.
It features a Packet class with the following functions: DecodeF, Decode4, Decode2, Decode1
For people who already know how to handle packets:

OnProcessPacket(function(p)
    p.pos = 2
    local nID = p:Decode4()
    local target = GetObjByNetID(nID)
    if target then
        PrintChat("Found someone! "..target.charName)
    end
end)

All Object api got wrapped into a new built Object class.
You can now index objects instead of calling functions on them.

PrintChat(myHero.charName.." is equals to "..GetObjectName(myHero))
-- indexes:
unit.name
unit.charName
unit.dead
unit.team
unit.valid
unit.visible
unit.level
unit.type
unit.pos
unit.pos2D
unit.x
unit.y
unit.z
unit.distance -- returns distance to myHero
unit.networkID
unit.isInvulnerable
unit.isMelee
unit.isRanged
unit.isMe
unit.isStealthed
unit.isTaunted
unit.isCharmed
unit.isFeared
unit.isAsleep
unit.isNearSight
unit.isGhosted
unit.isFleeing
unit.isPoisoned
unit.isSpellShielded
unit.isTargetable
unit.range
unit.boundingRadius
unit.cdr
unit.health
unit.maxHealth
unit.mana
unit.maxMana
unit.hpRegen
unit.mpRegen
unit.critChance
unit.attackSpeed
unit.baseAttackSpeed
unit.windUp
unit.exp
unit.lifeSteal
unit.spellVamp
unit.physReduction
unit.magicReduction
unit.armorPen
unit.magicPen
unit.armorPenPercent
unit.bonusArmorPenPercent
unit.magicPenPercent
unit.totalDamage
unit.ap
unit.damage
unit.armor
unit.baseArmor
unit.magicArmor
unit.ms
unit.gold
unit.shieldAD
unit.shieldAP
unit.isUnit
unit.isHero
unit.isMinion
unit.isTurret
unit.totalGold
unit.hpBarPos
unit.isRecalling
object.isSpell
spellObject.spellName
spellObject.spellOwner
spellObject.startPos
spellObject.endPos
spellObject.placePos
spellObject.target
spellObject.owner
-- functions:
myHero:Stop()
myHero:Move(x, z)
myHero:Attack(targetUnit)
myHero:CastSpell(slot) -- or myHero:Cast(slot)
myHero:CastSpell(slot, targetUnit) -- or myHero:Cast(slot, targetUnit)
myHero:CastSpell(slot, x, z) -- or myHero:Cast(slot, x, z)
unit:HasBuffType(buffType)
unit:CalcDamage(targetUnit, amount)
unit:CalcMagicDamage(targetUnit, amount)
unit:GetSpellData(slot) -- {name, toggleState, ammo, ammoCd, ammoCurrentCd, castT, rechargeT, ready, mana, cd, displayCd, currentCd, range, level}
unit:CanUseSpell(slot) -- == 0 means ready
unit:GetBuff(index) -- {valid, type, startT, endT, name}
unit:getBuff(index) -- as above
unit:GetItem(slot) -- {id, stack, ammo}
object:DistanceTo(object)
object:DistanceTo(x, y, z)
object:DistanceTo(x, z)
object:Draw()
object:Draw(radius)
object:Draw(radius, color)
object:DrawDmg(damage)
object:DrawDmg(damage, color)
object:DrawDmg(damage, color, currentHpOffset)
object:Skin(id)
object:Model(id, modelName)

  • 4




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users