IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules GTA Modification Forums

This section is for any editing topics that don't fit into any of the other forums, any questions on how to mod belong in Editing Discussion

GTAGarage.com
free mod hosting from GTANet, simply login with your GTAForums account details

GTAModding.com
GTANet's modding wiki

GTA Modding Chatroom
provided by irc.gtanet.com (Don't have an IRC client? Click here)


Pages: (65) « First ... 63 64 [65]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Documenting GTA-SA memory adresses

 hard coded gets uncovered here
 
SparkleCalibreDF  
Posted: Sunday, Oct 21 2012, 09:39
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Aug 20, 2012

XXXXX



SA has known design flaw: trains, rc vehicles and planes are non-collidble with vehicle of same type (if you don't understand: spawn 2 planes and push them on each other). Is there workaround for this?
PM
  Top
 

 
juarez  
Posted: Sunday, Oct 28 2012, 17:55
Quote Post


Rat
Group Icon
Group: Members
Joined: Jun 11, 2011

pl.gif

XXXXX



CODE
0x6D64F0 RpClump *__thiscall CVehicle__assignPaintjob(CVehicle *veh)
0x6D0B70 signed int __thiscall CVehicle__getPaintjob(CVehicle *veh)


Edit1:
CODE
0x6A2F00 RpMaterial *__thiscall CVehicle__AssignLicensePlateMaterialTextureToVehicle(CVehicle *this, int a2)
0x6D10E0 char __thiscall CVehicle__GenerateLicensePlateMateralAndAssignToVehicleStruct(CVehicle *this, int a2)
0x4C8970 int __thiscall CVehicleModel__HaveVehicleModelLicensePlateText(CModelCars *this)


and one unused...
CODE
0x6D1150 int __thiscall CVehicle__destroyLicensePlateTexture(CVehicle *veh)


This post has been edited by juarez on Thursday, Nov 1 2012, 15:31
Users WebsitePM
  Top
 

 
DK22Pac  
Posted: Saturday, Nov 17 2012, 11:32
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



CODE
struct CFxPrimEmitterData
{
   CFxPrimEmitterDataVmt   *vmt;
   BYTE                     field_4;
   BYTE                     m_bSrcBlendId;
   BYTE                     m_bDstBlendId;
   BYTE                     m_bAlphaOn;
   CCompressedMatrix       *m_pMatrixCompressed;
   RwTexture               *m_pTexture[4];
   DWORD                    field_1C;
   CLListHead               m_sList;
   CFxPrimEmitterDataInfos  m_sInfos;
   WORD                     m_wLodStart;
   WORD                     m_wLodEnd;
   BYTE                     m_bHasInfoFlatData;
   BYTE                     m_bHasInfoHeatHazeData;
   BYTE                     field_3E;
   BYTE                     field_3F;
};

CODE
struct CFxPrimEmitterDataInfos
{
   WORD             m_dwNumInfos;
   CFxInfo         *m_pInfos;
   BYTE             m_bNumInfos;
   BYTE             field_9;
   BYTE             _pad[2];
};

CODE
struct CFxInfo
{
   CFxInfoDataBase m_sBase;
   CFxInfoData     m_sData;
};

CODE
struct CFxInfoDataBase
{
   CFxInfoDataBaseVmt *vmt;
   WORD                m_wInfoFlags;
   BYTE                m_bTimeModePrt;
   BYTE                _pad;
};

CODE
struct CFxInfoData
{
   CFxInfoDataVmt *vmt;
   BYTE            m_bLooped;
   BYTE            m_bNumKeys;
   BYTE            m_bNumInterpDatas;
   BYTE            field_7;
   WORD           *m_pTimeKeys;
   WORD           *m_pValKeysPtrList;
};

CParticle +0x78 CParticlePrimData ** m_pPrimsPtrList
CODE
struct CParticlePrimData
{
   CParticlePrimDataVmt *vmt;
   CFxPrimEmitterData   *m_pFxPrimData;
   CParticle            *m_pParticle;
   BYTE                  field_C;
   BYTE                  _pad[3];
   DWORD                 field_10;
};


This post has been edited by DK22Pac on Saturday, Nov 17 2012, 11:53
Users WebsitePM
  Top
 

 
JoeBullet  
Posted: Sunday, Dec 23 2012, 15:22
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 4, 2011

XXXXX



Some functions for license plates and roadsign texts...
CODE

006FD500     CLicensePlate__ReadFile
006FD5B0     char __cdecl CLicensePlate__GenerateText(_BYTE *buf, signed int len)
006FD720     CLicensePlate__Shutdown
006FD7C0     CLicensePlate__GetArrayDimFromChar
006FDD70     CLicensePlate__RenderToRaster
006FDE50     CLicensePlate__SetTexture
006FDEA0     RwTexture *__cdecl CLicensePlate__Create(char *name, char ucDesign)
006FDF50     RpMaterial *__cdecl CLicensePlateManager__SetTextureMaterialCB(RpMaterial *material, RpGeometry *a2)
006FDFC0     int __cdecl CLicensePlateManager__SetTextureAtomicCB(RpAtomic *atomic)
006FDFE0     char __cdecl CLicensePlateManager__SetTexture(RpClump *clump, RpMaterial *a2, char ucPlateDesign)
006FE020     CLicensePlate__CreateApplyTexture
006FE060     int __cdecl CLicensePlateManager__SetTextMaterialCB(RpMaterial *material, void *pData)
006FE0D0     int __cdecl CLicensePlateManager__SetTextAtomicCB(RpAtomic *atomic, void *pData)
006FE0F0     CLicensePlateManager__SetText
006FE120     CRoadSignText__Load
006FE180     CRoadSignText__Shutdown
006FE220     CRoadSignText__HasAlphaMaterialCB
006FE260     CRoadSignText__GetArrayDimFromChar
006FEB70     char __cdecl CRoadSignText__Render(int a1, int charCount, RwRaster *a3, int a4, RwRaster *raster)
006FECA0     RwTexture *__cdecl CRoadSignText__Create(const char *name_, int height)
006FEDA0     RpAtomic *__cdecl CRoadSignText__CreateGeometry(float a1, float a2, signed int a3, char *szText, int geometry, int a6, int morphTarget, int height, unsigned __int8 a9)
006FF2D0     CRoadSignText__SetupGeometry
006FF350     CRoadSignText__SetAtomicRendererCB

Incomplete CPhysical
CODE

0046A760     char __cdecl CPhysical__IsGlass(CPhysical *a1)
00404460     RwV3D *__thiscall CPhysical__GetMoveSpeed(CPhysical *this)
004241C0     int __thiscall CPhysical__SetPosition(int this, RwV3D *a2)
004633E0     CPhysical__IsStatic
0046A760     char __cdecl CPhysical__IsGlass(CPhysical *a1)
00542260     CPhysical__constructor
00542450     CPhysical__destructor
005424C0     CPhysical__Remove
00542560     CPhysical__Add
00542800     CPhysical__AddToMovingList
00542860     CPhysical__RemoveFromMovingList
00542CE0     int __thiscall CPhysical__GetSpeed(CPhysical *this, RwV3D *pOutVector, RwV3D a)
00542DD0     CPhysical__ApplyMoveSpeed
00542E20     CPhysical__ApplyTurnSpeed
00542FE0     CPhysical__ApplyGravity
005430A0     int __thiscall CPhysical__ApplyFrictionMoveForce(CPhysical *this, float fForceX, float fForceY, float fForceZ)
00543490     int __stdcall CPhysical__ProcessEntityCollision(CPhysical *a1)
00543540     char __thiscall CPhysical__IsCollidedWithEntity(CPhysical *this, int pEntity)
00544C40     CPhysical__ApplyAirFriction
005454C0     char __thiscall CPhysical__ApplyFriction2(CPhysical *this, float fFriction, CColPoint *a3)
00545980     char __thiscall CPhysical__ApplyFriction(CPhysical *this, CPhysical *a2, float fFriction, CColPoint *pColPoint)
00546FF0     CPhysical__ProcessAttachedEntity


This post has been edited by JoeBullet on Sunday, Dec 23 2012, 15:56
PM
  Top
 

 
DK22Pac  
Posted: Thursday, Dec 27 2012, 17:58
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



0x709CF0 RwV3D *__usercall ShadowRenderTriangle<eax>(RwV3D *pNormal<eax>, RwV3D *pTriangleVertsPos<ebx>, _ProjectionParam *param<edi>)
CODE
struct __ProjectionParam
{
   RwV3D    at;
   RwMatrix invMatrix;
   BYTE     shadowValue;
   BYTE     _pad0[3];
   DWORD    fade;
   DWORD     __unused__;
   RwMatrix entityMatrix;
};

Could someone look to 0x4165B0? Called it "IsFaceInsideSphere"...
Users WebsitePM
  Top
 

 
JoeBullet  
Posted: Thursday, Dec 27 2012, 20:19
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Dec 4, 2011

XXXXX



0x4165B0 CCollision::IsFaceInsideSphere
004A1410 CFx__RenderAddTri
004A13B0 CFx__SetupRender
004A1600 CFx__RenderEnd
004A1660 CFx__RotateVecIntoVec
004A1780 CFx__RotateVecAboutVec
004A1940 int __thiscall CFxEmitterBP__RenderTextures(CFxEmitterBP *this, int a2, int a3, int a4)
004A21D0 char __thiscall CFxEmitterBP__RenderParticles(CFxEmitterBP *this, float fBlur, CParticleStorage *ParticleStorage)
00416330 void __cdecl CCollision__CalculateTrianglePlanes(CColData *a1)
00418580 int __cdecl CCollision__CalculateColModelTrianglePlanes(CColModel *a1)
004120C0 char __cdecl ColSphere__TestAABB(ColSphere *a1, CColModel *a2)
PM
  Top
 

 
DK22Pac  
Posted: Thursday, Dec 27 2012, 20:41
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



lol biggrin.gif Thank you.
Users WebsitePM
  Top
 

 
DK22Pac  
Posted: Sunday, Jan 6 2013, 15:30
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



Finally reseatched all available rendering pipelines.
CODE
_gta_pipelines:            pointer:
// basic
0x00000001 Im3D                       // Particles, Sky, Water, Ped Shadows
0x00000002 DefaultAtomic              // Weapons, Non-prelited objects
// rw plugins
0x00000116 SkinAtomic      0xC978C4   // Peds
0x00000120 MatFX           0xC9AB8C   // Rw bump, envmap, dualpass, uvtransform
// gta plugins                        
0x53F20098 NVCObjects      0xC02C1C   // NVC + prelit
0x53F2009A Vehicles        0xC02D24   // Vehicles, Cutscene Vehicles
0x53F2009C PrelitObjects   0xC02C68   // NVC without prelit? Strange...
Users WebsitePM
  Top
 

 
juarez  
Posted: Monday, Jan 7 2013, 11:58
Quote Post


Rat
Group Icon
Group: Members
Joined: Jun 11, 2011

pl.gif

XXXXX



Found some stuff of generate police roadblocks spawn ...

SA 1.0
CODE
0x4629E0 int __cdecl roadBlocksProcess()
0x4619C0 int __cdecl createPoliceRoadBlock(float a1, float a2, float a3, float a4, float a5, float a6, int a7)


VC 1.0
CODE
0x444280 int __cdecl roadBlocksProcess()
0x4434B0 int __cdecl createPoliceRoadBlock(float a1, float a2, float a3, float a4, float a5, float a6)
Users WebsitePM
  Top
 

 
SilentPL  
Posted: Sunday, Feb 3 2013, 13:29
Quote Post


Senior File Manager
Group Icon
Group: Members
Joined: Feb 1, 2010

pl.gif

Member Award




Some completely random stuff, added on request. Jeez, that looks simple compared to the previous posts.

No onscreen stats box:
Write 0xEB to 0x58FC2C (1 byte)

player.img & clothes.dat scratched:
NOP 5 bytes at 0x5A834D

Hunger scratched:
NOP 5 bytes at 0x5700F0



Also:

CEntity.m_pRwObject is actually an union:

CODE
union
{
   RpAtomic* m_pAtomic;
   RpClump* m_pClump;
};


CEntity::Render shows it obivious:
CODE
if ( RwObjectGetType(this->m_pRwObject) == rpATOMIC ) // RwObject.type when inlined
   this->m_pRwObject->pAtomic->renderCallBack(pObj->pAtomic);
else
   RpClumpRender(this->m_pRwObject->pClump);


@down
But union is better than typecasting, isn't it? tounge2.gif

This post has been edited by SilentPL on Sunday, Feb 3 2013, 21:04
Users WebsitePMMSNXbox Live
  Top
 

 
DK22Pac  
Posted: Sunday, Feb 3 2013, 20:50
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



Nope. RwObject is a 'parent' object for both RpClump and RpAtomic.

0x735360 void __cdecl RpClumpGetBonePositions(RpClump *clump, RwV3d *positions)
0x4CF190 void __thiscall gtaHAnimForAllBones(gtaHAnim *this, void (__cdecl *callback)(CBone *, void *), void *data)
0x4D62A0 CBone * __cdecl RpClumpFindBoneByName(RpClump *clump, char *name)
0x4D6370 CBone *__cdecl RpClumpFindBoneByHash(RpClump *clump, int key)
0x4D6400 CBone *__cdecl RpClumpFindBoneByID(RpClump *clump, int ID)

CBone

gtaHAnim + 0x08 => DWORD m_dwNumBones
gtaHAnim + 0x10 => CBone *m_pBones

struct CBone
0x00 BYTE m_bFlags
0x04 RwV3d m_vOffset
0x10 gtaHAnimIFrame *m_pIFrame
0x14 DWORD m_dwNodeId

struct gtaHAnimIFrame // interpolated key-frame
0x00 RtQuat m_qRotation
0x10 RwV3d m_vTranslation

This post has been edited by DK22Pac on Thursday, Feb 7 2013, 23:24
Users WebsitePM
  Top
 

 
Wesser  
Posted: Friday, Feb 8 2013, 13:49
Quote Post


The complexity simplifier, the efficiency optimizer
Group Icon
Group: Members
Joined: Aug 19, 2006

eu.gif

Member Award




Here are some information about helicopter's rotors figured out just for fun:

CAutomobile + 0x0678 - RwFrame *m_pstTopRotor
CAutomobile + 0x067C - RwFrame *m_pstTopRotorBlur
CAutomobile + 0x0680 - RwFrame *m_pstRearRotor
CAutomobile + 0x0684 - RwFrame *m_pstRearRotorBlur
CAutomobile + 0x084C - float fRotorSpeed

0x006C4400 - void __thiscall CHeli__render()

It updates the visibility of rotors frames.

0x006C4E60 - void __thiscall CHeli__processRotors()

It does rotate the helicopter rotors and process collision (when rotating).

0x006C4F00 - float *pfMaxRotorSpeed

It is the pointer to the constant value regarding the maximum rotors speed.

0x006C5420 - void __thiscall CHeli__preRender()

It updates the rotors matrix. Matrix transformations regarding each rotors frame begin at 0x006C56E9.

Information about planes will come soon. smile.gif

Other unrelated stuff:

CPhysical + 0x0044 - RwV3d m_stVelocity (multiply by 50.0)
CPhysical + 0x00FC - CEntity *m_pclAttachedEntity
CPhysical + 0x0100 - RwV3d m_stAttachedOffset
CPhysical + 0x010C - RwV3d m_stAttachedRotation

CVehicle + 0x0384 - CHandlingData *m_pclHandlingData
CVehicle + 0x03D0 - float m_fCruiseSpeed

CHandlingData + 0x88 - float m_fMaxSpeed (multiply by 60.0)

0x004082C0 - float __cdecl getMagnitude(RwV3d *pstVector)

The current vehicle speed is given by computing the magnitude of m_stVelocity vector through getMagnitude function.

This post has been edited by Wesser on Saturday, Apr 13 2013, 17:30
PMMSNPlayStation Network
  Top
 

 
DK22Pac  
Posted: Saturday, Mar 9 2013, 23:35
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



Final touches...
CODE
class CColData
{
public:
   WORD               m_wNumSpheres;
   WORD               m_wNumBoxes;
   WORD               m_wNumTriangles;
   BYTE               m_bNumLines;
   BYTE               m_bFlags;
   CColSphere        *m_pSpheres;
   CColBox           *m_pBoxes
   CColLine          *m_pLines;
   CCompressedVector *m_pVertices;
   CColTriangle      *m_pTriangles;
   CColTrianglePlane  m_pTrianglePlanes;
   DWORD              m_dwNumShadowTriangles;
   DWORD              m_dwNumShadowVertices;
   CCompressedVector *m_pShadowVertices;
   CColTriangle      *m_pShadowTriangles;
};
Users WebsitePM
  Top
 

 
Pritchard  
Posted: Sunday, Mar 31 2013, 18:59
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Mar 31, 2013

XXXXX



Hey, I've looked through most of these addresses, however I couldn't find one I'd really want to get.

I think everybody knows that if the weather's dark enough or you hide in a shadow the blip color changes from white to a greyish-brownish color. I'm looking for a method to check if this change occured, either by a memory address which detects if a player's hidden or if the blip color changes.

Thank you in advance.
PM
  Top
 

 
DK22Pac  
Posted: Monday, Apr 8 2013, 19:15
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



CODE
struct RwRaster
{
   struct RwRaster *parent;
   unsigned char   *cpPixels;
   unsigned char   *palette;
   int              width, height, depth;
   int              stride;
   short            nOffsetX, nOffsetY;
   unsigned char    cType;
   unsigned char    cFlags;
   unsigned char    privateFlags;
   unsigned char    cFormat;
   unsigned char   *originalPixels;
   int              originalWidth;
   int              originalHeight;
   int              originalStride;
   struct{
       union{
           IDirect3DTexture9 *pTexture;
           IDirect3DSurface9 *pSurface;
       };
       unsigned char       *pPalette;
       unsigned char        cAlpha;
       unsigned char        cCubeTextureFlags; /* 0x01 IS_CUBEMAP_TEX */
       unsigned char        cTextureFlags;     /* 0x01 HAS_MIP_MAPS
                                                  0x10 IS_COMPRESSED */
       unsigned char        cLockFlags;
       IDirect3DSurface9   *pLockedSurface;
       D3DLOCKED_RECT       lockedRect;
       D3DFORMAT            eFormat;
       IDirect3DSwapChain9 *pSwapChain;
       HWND                *pHWnd;
   } RwD3D9Raster;
};

Not finished... Yet...

This post has been edited by DK22Pac on Monday, Apr 8 2013, 20:12
Users WebsitePM
  Top
 

 
DK22Pac  
Posted: Wednesday, Apr 17 2013, 20:27
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



Some info about RpMaterial plugins.
Let's start with default structure.
CODE
struct RpMaterial
{
   RwTexture           *texture;
   RwRGBA               color;
   RxPipeline          *pipeline;
   RwSurfaceProperties  surfaceProps;
   short                refCount;
   short                pad;
};

CODE
struct RwSurfaceProperties
{
   float ambient;
   union
   {
       float specular;
       eMaterialEffectFlags flags;
   };
   float diffuse;
};

Look at the second field here. Since 'specular' member is not used in RW, Rockstar used it to hold some information tounge.gif:
CODE
enum eMaterialEffectFlags
{
   HAS_ENV_MAP   = 0x00000001,
   HAS_ENV_MAP_X = 0x00000002, // xvehicleenvmap128
   HAS_SPECULAR  = 0x00000004
};

Additional part of structure
CODE
struct SMaterial : public RpMaterial
{
   SFXMaterial         *pMatFx;
   SUVAnimMaterial      sUVAnim;
   SReflectionMaterial *pReflection;
   SSpecularMaterial   *pSpecular;
};

Material FX plugin can hold some default RW effect.
CODE
enum RpMatFXMaterialFlags
{
   rpMATFXEFFECTBUMPMAP         = 1,
   rpMATFXEFFECTENVMAP          = 2,
   rpMATFXEFFECTBUMPENVMAP      = 3,
   rpMATFXEFFECTDUAL            = 4,
   rpMATFXEFFECTUVTRANSFORM     = 5,
   rpMATFXEFFECTDUALUVTRANSFORM = 6
};

Some of these effecs, like bump+env, are represented as 2 separated effects. So we have such structure here:
CODE
struct SFXMaterial
{
   SFXEnvMapMaterial sEffect[2];
   unsigned int      uiFlags; // were shown before ^
};

Each effect has different structure, I've looked only to EnvMap, which is used by game (This section is used to hold texture for vehicle reflection).
CODE
struct SFXEnvMapMaterial
{
   RwFrame      *pFrame;
   RwTexture    *pTexture;
   float         fCoefficient;
   unsigned int  uiFrameBufferAlpha;
   float         fSize;
   unsigned int  uiEffectType; // separated type (based on 'flags')
};

Other things:
CODE
struct SUVAnimMaterial
{
   RwMatrix           *pMatrix[2];
   RtAnimInterpolator *pInterpolator[8];
};

CODE
struct SReflectionMaterial
{
   unsigned char   ucTransformParams[4];
   unsigned char   ucIntensity;
private:
   char            __pad;
public:
   unsigned short  usRenderFrame;
   STexture       *pTexture; // as I said before, we get this texture from FX plugin.
};

CODE
struct SSpecularMaterial
{
   float     fLevel;
   STexture *pTexture;
};

RwTexture
CODE
struct RwTexture
{
   RwRaster        *raster;
   RwTexDictionary *dict;
   RwLLLink        lInDictionary;
   char            name[32];
   char            mask[32];
   unsigned int    filterAddressing;
   int             refCount;
   // RenderWare plugin
   unsigned char   maxAnisotropy;
   char            pad[3];
};

RwFrame
CODE
struct RwFrame
{
   RwObject    object;
   RwLLLink    inDirtyListLink;
   RwMatrix    modelling;
   RwMatrix    ltm;
   RwLinkList  objectList;
   RwFrame    *child;
   RwFrame    *next;
   RwFrame    *root;
   // RenderWare plugin
   RpHAnimFrameExtension hAnimFrame;
   // GTA Plugins
   char nodeName[24];
   int  hierId;
};


This post has been edited by DK22Pac on Friday, Apr 19 2013, 09:08
Users WebsitePM
  Top
 

 
DK22Pac  
Posted: Sunday, Apr 21 2013, 00:13
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



0x7C7190 bool __cdecl SkinCreateSkinData(RpSkin *skin, unsigned int numBones, unsigned int numBoneIds, unsigned int numGeometryVertices, const void *boneIds, const void *vertexBoneWeights, const void *vertexBoneIndices, RwMatrix *skinToBoneMatrices)
Will post RpSkin structure later...

Skin
CODE
struct RpSkin
{
   unsigned int     numBones;
   unsigned int     numBoneIds;
   unsigned char   *boneIds;
   RwMatrix        *skinToBoneMatrices;
   unsigned int     maxNumWeightsForVertex;
   unsigned int    *vertexBoneIndices;
   RwMatrixWeights *vertexBoneWeights;
   char             field_1C[8];
   unsigned int     boneLimit;
   unsigned int     numMeshes;
   unsigned int     numRLE;
   unsigned char   *meshBoneRemapIndices;
   unsigned int     meshBoneRLECount;
   void            *meshBoneRLE;
   void            *field_3C;
};

Geometry
CODE
struct RpGeometry
{
   RwObject            object;
   unsigned int        flags;
   unsigned short      lockedSinceLastInst;
   short               refCount;
   int                 numTriangles;
   int                 numVertices;
   int                 numMorphTargets;
   int                 numTexCoordSets;
   RpMaterialList      matList;
   RpTriangle         *triangles;
   RwRGBA             *preLitLum;
   RwTexCoords        *texCoords[8];
   RpMeshHeader       *mesh;
   RwResEntry         *repEntry;
   RpMorphTarget      *morphTarget;
   // RenderWare plugins
   RpSkin             *skin;
   unsigned int        usageFlag;
   // GTA plugins
   CNightVertexColors  nightVertexColors;
   CBreakableGeometry *breakableGeometry;
   C2dfxStore         *_2dfxStore;
};


This post has been edited by DK22Pac on Monday, Apr 22 2013, 22:37
Users WebsitePM
  Top
 

 
juarez  
Posted: Sunday, May 19 2013, 13:06
Quote Post


Rat
Group Icon
Group: Members
Joined: Jun 11, 2011

pl.gif

XXXXX



Found a CPhone functions:

CODE
0x454220     CPhones__Init
0x454340     CPhones__Process


Not all, but I think they are must be re-enable.
Users WebsitePM
  Top
 

 
DK22Pac  
Posted: Sunday, May 19 2013, 22:51
Quote Post


Assembly!
Group Icon
Group: Members
Joined: Apr 12, 2009

un.gif

XXXXX



CODE
PhonePickUpCB(CAnimBlendAssociation *,void *)                                               0x453E40
PhonePutDownCB(CAnimBlendAssociation *,void *)                                              0x453F40
CPhone::CPhone(void)                                                                        0x453FA0
CPhone::~CPhone()                                                                           0x453FB0
CPhoneInfo::Shutdown(void)                                                                  0x453FC0
CPhoneInfo::PhoneAtThisPosition(CVector)                                                    0x453FD0
CPhoneInfo::GrabPhone(float,float)                                                          0x454010
CPhoneInfo::SetPhoneMessage_Repeatedly(int,uchar *,uchar *,uchar *,uchar *,uchar *,uchar *) 0x4540D0
CPhoneInfo::SetPhoneMessage_JustOnce(int,uchar *,uchar *,uchar *,uchar *,uchar *,uchar *)   0x454130
CPhoneInfo::HasMessageBeenDisplayed(int)                                                    0x454190
CPhoneInfo::IsMessageBeingDisplayed(int)                                                    0x4541C0
CPhoneInfo::CPhoneInfo(void)                                                                0x4541E0
CPhoneInfo::~CPhoneInfo()                                                                   0x454200
CPhoneInfo::Initialise(void)                                                                0x454220
CPhoneInfo::FindNearestFreePhone(CVector *)                                                 0x4542D0
CPhoneInfo::Update(void)                                                                    0x454340
CPhoneInfo gPhoneInfo                                                                       0x977BE8


This post has been edited by DK22Pac on Sunday, May 19 2013, 23:04
Users WebsitePM
  Top
 

 

1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)

0 Members:

Pages: (65) « First ... 63 64 [65] 

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG