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Automation Vault

wUnit API


MrFade

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public abstract class wUnit
{
    public IntPtr BaseAddress;
    public abstract GUID Guid;
    public abstract GUID Target;
    public abstract string Name;

    public abstract GUID Summoner;
    public abstract GUID Creator;
    public abstract GUID Owner;

    #region Flags
    public abstract bool Track;
    public abstract bool IsDead;
    public abstract bool IsGhost;
    public abstract bool Invisible;
    public abstract bool IsLootable;
    public abstract bool IsTapped;
    public abstract bool TappedByMe;
    public abstract bool TappedByAll;
    public abstract bool ReferAFriend;
    public abstract bool NotClientControlled;
    public abstract bool Spawning;
    public abstract bool PlayerControlled;
    public abstract bool InPreparation;
    public abstract bool NoAttack1;
    public abstract bool NoAttack2;
    public abstract bool IsImmune;
    public abstract bool IsImmunePC;
    public abstract bool IsImmuneNPC;
    public abstract bool IsLooting;
    public abstract bool PetInCombat;
    public abstract bool PvpFlagged;
    public abstract bool IsSilenced;
    public abstract bool CantSwim;
    public abstract bool CanSwim;
    public abstract bool IsPacified;
    public abstract bool IsStunned;
    public abstract bool IsInCombat;
    public abstract bool IsOnTaxi;
    public abstract bool IsDisarmed;
    public abstract bool IsConfused;
    public abstract bool IsFeared;
    public abstract bool IsPossessed;
    public abstract bool NoInteract;
    public abstract bool Skinnable;
    public abstract bool IsMounted;
    public abstract bool AppearDead;
    public abstract bool HideBody;
    public abstract bool IgnoreRep;
    public abstract bool CanListen;
    public abstract bool OffhandDisarmed;
    public abstract bool RangeDisarmed;
    public abstract bool RegeneratePower;
    public abstract bool PreventSpellClick;
    public abstract bool PreventSwimming;
    public abstract bool CantSwitchTarget;

    public abstract NpcFlag Flag4;
    public abstract bool HasGossipWindow;
    public abstract bool IsQuestGiver;
    public abstract bool CanTrainPlayer;
    public abstract bool HasDailyQuests;
    public abstract bool IsVendor;
    public abstract bool SellsFood;
    public abstract bool SellsReagents;
    public abstract bool CanRepairArmor;
    public abstract bool IsTaxi;
    public abstract bool IsSpiritHealer;
    public abstract bool IsSpiritGuide;
    public abstract bool IsInnkeeper;
    public abstract bool IsBanker;
    public abstract bool IsBattleMaster;
    public abstract bool IsAuctioneer;
    public abstract bool IsStableMaster;
    public abstract bool IsGuildBanker;
    public abstract bool IsMailInfo;
    public abstract bool IsTransmogrifier;
    public abstract bool IsVoidBanker;
    #endregion

    #region Stats
    public abstract uint Level;
    public abstract byte Gender;
    public abstract Class Class;
    public abstract Race Race;

    public abstract uint FactionID;
    public abstract UnitType uType;
    public abstract Family Family;
    public abstract Rank Rank;

    public abstract GatherType gType;
    public abstract bool NeedHerbalist;
    public abstract bool NeedMiner;
    public abstract bool NeedEngineer;

    public abstract uint Health;
    public abstract uint MaxHealth;
    public abstract double HealthPercent;

    public abstract uint Power;
    public abstract uint Mana;
    public abstract uint Rage;
    public abstract uint Focus;
    public abstract uint Energy;
    public abstract uint ComboPoints;

    public abstract uint MaxPower;
    public abstract uint MaxMana;
    public abstract uint MaxRage;
    public abstract uint MaxFocus;
    public abstract uint MaxEnergy;
    public abstract uint MaxComboPoints;

    public abstract double PowerPercent;
    public abstract double ManaPercent;
    public abstract double FocusPercent;
    public abstract double RagePercent;
    public abstract double EnergyPercent;
    #endregion

    #region Casting

    public abstract uint CastID;
    public abstract uint CastStart;
    public abstract uint CastEnd;
    public abstract uint CastRemaining;
    public abstract uint CastCompleted;
    public abstract bool IsCasting;

    public abstract uint ChannelID;
    public abstract uint ChannelStart;
    public abstract uint ChannelEnd;
    public abstract uint ChannelRemaining;
    public abstract uint ChannelCompleted;
    public abstract bool IsChanneling;

    #endregion

    #region Position
    public abstract double RotationD;
    public abstract float RotationF;
    public abstract Vector Position;
    public abstract float Pitch;

    public abstract bool IsBehind(wUnit Unit);
    public abstract bool IsTurning;
    public abstract bool IsMoving;
    public abstract bool IsSwimming;
    public abstract bool IsFlying;
    #endregion

    #region Local Player
    public abstract uint Money;
    public abstract uint Experience;
    public abstract uint MaxExperience;

    public abstract IntPtr InventoryPTR;
    public abstract List<GUID> Bags;
    public abstract List<GUID> Bank;
    public abstract List<GUID> Backpack;
    public abstract List<GUID> Equipment;
    #endregion
}

public static class wUnit_Extensions
{
    #region Auras
    private static bool GetAuras(wUnit u, out List<uAura> Auras);

    public static bool HasAura(this wUnit u, uint SpellID);
    public static bool HasAura(this wUnit u, string SpellName);

    public static long AuraRemaining(this wUnit u, uint SpellID);
    public static long AuraRemaining(this wUnit u, string SpellName);

    public static int AuraStack(this wUnit u, uint SpellID);
    public static int AuraStack(this wUnit u, string SpellName);

    public static string AuraDispel(this wUnit u, uint SpellID);
    public static string AuraDispel(this wUnit u, string SpellName);
    #endregion

    public static string FactionName(this wUnit u);
    public static Reaction Reaction(this wUnit u1, wUnit u2);
}

 

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