Quantcast

Jump to content

» «
Photo

[V] Script/Native Documentation and Research

1,115 replies to this topic
QuentinS
  • QuentinS

    Player Hater

  • Members
  • Joined: 21 Jun 2017
  • France

#1111

Posted 01 July 2017 - 10:44 PM Edited by QuentinS, 01 July 2017 - 10:52 PM.

Tobedeleted


Unknown_Modder
  • Unknown_Modder

    Staff at GTA5-Mods.com

  • Members
  • Joined: 07 May 2015
  • Germany

#1112

Posted 04 July 2017 - 01:58 PM

Some of the new b1103 natives (haven't had much time so only 4):

// STREAMING
// I'm 99% sure it's the correct name
static BOOL _IS_MODEL_A_PED(Hash modelHash) { return invoke<BOOL>(0x75816577FEA6DAD5, modelHash); } // 0x75816577FEA6DAD5

// WEAPON
static Hash _GET_PED_AMMO_TYPE_FROM_WEAPON_2(Ped ped, Hash weaponHash) { return invoke<Hash>(0xF489B44DD5AF4BD9, ped, weaponHash); } // 0xF489B44DD5AF4BD9

// VEHICLE
// 0.0f - 1.0f
static void _SET_VEHICLE_ROCKET_BOOST_PERCENTAGE(Vehicle vehicle, float percentage) { invoke<Void>(0xFEB2DDED3509562E, vehicle, percentage); } // 0xFEB2DDED3509562E
static int _GET_ALL_VEHICLES(int* vehsStruct) { return invoke<int>(0x9B8E1BF04B51F2E8, vehsStruct); } // 0x9B8E1BF04B51F2E8

// purely based on a quick disassembly, not sure if it's correct
struct vehsStruct
{
    int maxSize;
    int padding;
    Vehicle vehs[300];
};
  • froggz19, ikt, Fun 2 and 5 others like this

Quant
  • Quant

    FC

  • Members
  • Joined: 07 Nov 2015
  • None

#1113

Posted 13 July 2017 - 07:10 AM Edited by Quant, 13 July 2017 - 04:54 PM.

I wonder, are the new natives listed anywhere? I mean not just from .1103 but also from older patches that aren't in AB's site?

mockba.the.borg
  • mockba.the.borg

    Snitch

  • Members
  • Joined: 17 Jan 2016
  • United-States

#1114

Posted 13 July 2017 - 06:47 PM Edited by mockba.the.borg, 13 July 2017 - 06:47 PM.

 

Some of the new b1103 natives (haven't had much time so only 4):

// STREAMING
// I'm 99% sure it's the correct name
static BOOL _IS_MODEL_A_PED(Hash modelHash) { return invoke<BOOL>(0x75816577FEA6DAD5, modelHash); } // 0x75816577FEA6DAD5

// WEAPON
static Hash _GET_PED_AMMO_TYPE_FROM_WEAPON_2(Ped ped, Hash weaponHash) { return invoke<Hash>(0xF489B44DD5AF4BD9, ped, weaponHash); } // 0xF489B44DD5AF4BD9

// VEHICLE
// 0.0f - 1.0f
static void _SET_VEHICLE_ROCKET_BOOST_PERCENTAGE(Vehicle vehicle, float percentage) { invoke<Void>(0xFEB2DDED3509562E, vehicle, percentage); } // 0xFEB2DDED3509562E
static int _GET_ALL_VEHICLES(int* vehsStruct) { return invoke<int>(0x9B8E1BF04B51F2E8, vehsStruct); } // 0x9B8E1BF04B51F2E8

// purely based on a quick disassembly, not sure if it's correct
struct vehsStruct
{
    int maxSize;
    int padding;
    Vehicle vehs[300];
};

This is cool ... I wonder if there's a _GET_ALL_PEDS still to be discovered.

  • froggz19 likes this

HeresOtis
  • HeresOtis

    SA C++ Whiz

  • Feroci
  • Joined: 29 Apr 2011
  • United-States

#1115

Posted 2 weeks ago

Anyone have v1103 Steam dump?


aaron25th
  • aaron25th

    Player Hater

  • New Members
  • Joined: A week ago
  • United-Kingdom

#1116

Posted A week ago Edited by aaron25th, A week ago.

Long story - There is currently a bug with the race creator that has been ruining races for over a year now that I'm looking to find the cause of I have tracked it down to Global_1638223.f_17 in fm_race_creator being 536870912 which is the 29th bit.

 

I have found 2 references to the bit being set 

GAMEPLAY::SET_BIT(&(Global_1638223.f_17), 29); 

but I am lost trying to find what is causing it to be set.

 

Any help is appreciated. Thanks





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users