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  1. Nothing on this? Since both WoWUnit and WoWGameObject are derived from WoWObject maybe IsGoodInteractDistance and NpcMarker should be declared and implemented by WoWObject? Both are clearly visualized in-game. Highlighted cogwheel cursor and big exclamation/question mark above object.
  2. You're mixing WoWUnit up with WoWGameObject type.
  3. Yeah, but that's not what I'm after. 1. I wan't to see if an object has a quest available with the NpcMarker property. 2. I wan't to know if we're within interact distance of the object to interact and accept the quest. GetDistance isn't reliable since objects can vary ALOT in size. For ex. 4 yards might be perfect for smaller object but unreachable for bigger objects (if the objects radius is wider that 4 yards). An alternative to implementing IsGoodInteractDistance for WoWGameObject can be if WRobot can tell us the size (radius) of the object so we can implement it ourselves. Clearer now? :)
  4. Thanks, but please read my post again ?
  5. Would be super if you could implement NpcMarker and IsGoodInteractDistance for the type WoWGameObject? Thanks :)
  6. ObjectManager.Me.Target = unit.Guid; Triggers interact/autoattack on hostile/neutral unit which is too annoying to live with. The Mouseover solution is what I'm using right now but I consider that as an workaround. I want a clean solution, as in Vanilla with the inject code.
  7. Got a working example of this for 3.3.5a? Changing $"call {0x489A40}" to $"call {0x524BF0}" does not suffice :S
  8. Thanks mate! I tried that approach but i didn't work... And know I see why... As sloppy as I am, I used "System.Windows.Forms.Keys.Shift" instead of "System.Windows.Forms.Keys.ShiftKey" Embarassing :S
  9. I have the same problem. Any working solution?
  10. Nevermind. Found the Engine.StartEngine ignoreIfAlreadyLaunched parameter :)
  11. This code: engine = new Engine(false); engine.States.Add(new SpellState("Power Word: Fortitude", 11, c => !ObjectManager.Me.HaveBuff("Power Word: Fortitude"), true, false)); engine.States.Add(new SpellState("Divine Spirit", 10, c => !ObjectManager.Me.HaveBuff("Divine Spirit"), true, false)); engine.StartEngine(15); Only the first/highest prioritized SpellState gets evaluated... No matter what. How can I make the engine process more than one state of a particular type?
  12.    Matenia reacted to a post in a topic: WoWUnit.Target()
  13. Aye. Tho the ObjectManager.Me.Target property works for targeting. Ie ObjectManager.Me.Target = WoWUnit.Guid
  14. Hi. I can't find a target method for WoWUnit. So how about a WoWUnit.Target()?

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