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    [classic][Cata][4.4.0.55639] Enumerating Keybindings

    Hi!

    I have a recurring issue where restarting my <program> fails to read player keybindings past the first 6 or so pointers.
    Calling /reload in game and restarting the <program>, all keybindings get enumerated again.

    Anyone else encountered such issues? Did you fix it by re-reading player keybindings off of some different address, or perhaps only reading them once on program startup?

    Digging around a bit I found that there's two potentially applicable structs & loops. Added the second as a fallback, we'll see how that goes.

    Code:
    struct Keybind {
      next: Keybind, // 0x18
      bind: UTF8Pointer,  // 0x30
      action: UTF8Pointer, // 0x40
    }
    fn read_bindings () {
      let base = wow.base + keybindings.base; 
      let mut ptr = read_ptr(base + 0x50);
      while ptr != null {
        // ... 
        ptr = read_ptr(ptr.next);
      }
    }
    Code:
    struct Keybind {
      next: Keybind, // 0x0, 
      bind: UTF8Pointer, // 0x20
      action: UTF8Pointer // 0x30
    }
    fn read_bindings_fallback() {
      let base = wow.base + keybindings.base; 
      let mut ptr = read_ptr(base + 0x48);
      while ptr != null {
        // ... 
        ptr = read_ptr(ptr.next);
      }
    }
    The pointer chain at keybinding.base + 0x48 appears to be the same list of keybindings but in reverse, at a glance.

    [classic][Cata][4.4.0.55639] Enumerating Keybindings

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