Camera

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The camera memory block is longer than documented here however im not sure where it ends. The first 4 Z,X,Y,Z apears later again in a "unchangeable" format (for refrence or config?). These offets are the only visible changeable values in the block.

Static Offset

Data For 2.4.1 // 2008 By Malu05
Static Offset for Camera (level 2 pointer): 
Level 1 = 0x00DD8FB4
Level 2 + 0x732C
CamZ is located 0x100 over Level 2

Camera Offsets

Memory CameraBlock by By Malu05
Offset	Type	Description		Aditional Details

0x8 Float Camera X 0xC Float Camera Y 0x10 Float Camera Z 0x84 int(8) GUID The GUID that the camera will follow. Is used when using Mindvision, Eyes of the Beast etc. 0xC4 Float View 2 Distance 0xC8 Float View 2 Altitude 0xCC Float View 2 Latitude 0xD0 Float View 3 Distance 0xD4 Float View 3 Altitude 0xD8 Float View 3 Latitude 0xDC Float View 4 Distance 0xE0 Float View 4 Altitude 0xE4 Float View 4 Latitude 0xE8 Float View 5 Distance 0xEC Float View 5 Altitude 0xF0 Float View 5 Latitude 0X10C Float Camera Distance 0x110 float RotX 0x114 float RotY 0x118 float RotZ 0x11C float? UpdownX (Ignores Colission) (From $val to $start) 0x120 float? YawCam 0x124 float? UpdownZ 0x128 int? ForcedReturn 0x12C float FOV (Field Of View) 0x130 float? UpdownX (Accepts Colission) (From $val to $start) 0x134 ?? 0x138 ?? 0x13C ?? 0x140 ?? 0x144 float? DownUpX (Ignores Colission) (From $start to $val) 0x148 ?? 0x14C ?? 0x150 int? Scroll Smoothing (Freezing this value makes the scroll Zooming "laggy") 0x154 int? Scroll Zoom in (Freezing this value makes the scroll Zooming-in instantly "x to min") 0x158 int? Scroll Zoom out (Freezing this value makes the scroll Zooming-out instantly "x to max") 0x15C ?? 0x160 ?? 0x164 ?? 0x168 ?? 0x16C ?? 0x170 int? ?? (reletated to scrolling) 0x174 int? ?? (reletated to scrolling)

camera by kynox

class CCamera
{
public:
	virtual void function0(); //
	virtual void function1(); //
	virtual void function2(); //
	virtual void function3(); //
	char unknown4[4]; //0x0004
	idVec3 vecPos; //0x0008          This is just a normal 3D Vector, X,Y,Z
	idMat3 vecViewMatrix; //0x0014   This is a 3x3 Matrix. 9 floats
	float ID02621370; //0x0038  
	float ID025E7F40; //0x003C  
	float fFov; //0x0040  
};