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 Car extras

 docu
 
HeresOtis  
Posted: Sunday, Aug 19 2012, 05:28
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Mark Chump
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Joined: Apr 29, 2011

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Are there any memory/function documentation about car extras that spawn randomly?
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Ashwin the new boy  
Posted: Sunday, Aug 19 2012, 05:47
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I am The Most Confused Person
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you can control the extra part of next model using this opcode

0506: set_car_model #PICADOR next_variation 4 4
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DK22Pac  
Posted: Saturday, Aug 25 2012, 18:44
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Assembly!
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I've found some way to add an extra for existing car.
CODE
{$CLEO}
{$I inloop}
{$I forplayercar}
  0AB1: call_scm_func @addExtraForCar num_params 2 car veh extraId 0
  0A93:
{$I for_end}
{$I end}

:addExtraForCar
// 0AB1: call_scm_func @addExtraForCar num_params 2 car 0@ extraId 0
1@ *= 4
0441: 2@ = car 0@ model
2@ *= 4
2@ += 0xA9B0C8
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 0x5C
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 0x2F4
005A: 2@ += 1@
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
0AA7: call_function 0x749E60 num_params 1 pop 1 2@ 3@
0AA7: call_function 0x7F0410 num_params 0 pop 0 4@
2@ += 4
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 0x10
0AA5: call 0x7F0F70 num_params 3 pop 3 0 2@ 4@
0AA5: call 0x74BF20 num_params 2 pop 2 4@ 3@
0A97: 0@ = car 0@ struct
0@ += 0x18
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0AA5: call 0x74A490 num_params 2 pop 2 3@ 0@
0AA7: call_function 0x4C53C0 num_params 2 pop 2 1 0@ 5@
0AA5: call 0x7F0B00 num_params 2 pop 2 4@ 5@
0AB2: ret 0

Extra object isn't stored in vehicle struct, so it's not possible to delete existing extra without additional .exe hooks.
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