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how do i define POINT structure in AA?

 
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Freiza
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PostPosted: Thu Jan 27, 2011 3:03 pm    Post subject: how do i define POINT structure in AA? Reply with quote

how do i define POINT structure(win32api) in AA.

ex in C:-

POINT m; // I need AA equivalent to this line..

and

how to use m.x and m.y in AA..
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Dark Byte
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PostPosted: Thu Jan 27, 2011 4:20 pm    Post subject: Reply with quote

Code:

alloc(mypoint,8)
label(mypoint_x)
label(mypoint_y)

mypoint:
mypoint_x:
dd 0

mypoint_y:
dd 0


will allocate a POINT structure and initializes it to 0,0

you can access the X and Y using mypoint_x and mypoint_y

of course, if it's an already allocated thing by the game then you just read it as it is
pointstart+0 = X pointstart+4 = y

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Freiza
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PostPosted: Thu Jan 27, 2011 6:16 pm    Post subject: Reply with quote

can i use
it like this
call GetCursorPos addr mypoint // is this line correct in C it is written as GetCursorPos(&mypoint)
mov dword ptr [eax],mypoint_x
mov dword ptr [ebx],mypoint_y
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Dark Byte
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PostPosted: Thu Jan 27, 2011 6:18 pm    Post subject: Reply with quote

Code:

push mypoint //writes the address of mypoint to the stack
call GetCursorPos //call the function
//mypoint will now contain the x and y coordinates of the mouse

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Freiza
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PostPosted: Thu Jan 27, 2011 7:01 pm    Post subject: Reply with quote

Thank you..
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