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Documenting GTAIV memory addresses


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Thank you guys for these offsets. Unfortunately they no longer seem to work. I'm trying myself to get the offset for the Camera Aim Vector. I'm still not sure how to find this address. It's very complicated to find the address you are looking for. By the way I'm using IDA pro. I was hoping you could help me out. Any link to tutorials that explain how to do this in detail, would be much appreciated. I have little ASM knowledge, and I'm trying to make a modification for my son. He likes to play GTA4 a lot!

 

Thanks.

  • 4 months later...

 

@MikeHall there is some decent tutorials here: http://community.reverse-engineering.net/

 

I think everything in this thread is probably outdated/ for a previous patch by now.

Edited by the hubster
  • 2 months later...
Native Injector:

 

http://pastebin.com/m64adee56

 

For use like this:

 

NATIVE n_ABSF = { "ABSF", 1 };

NATIVE n_CREATE_OBJECT = { "CREATE_OBJECT", 6 };

DWORD objectHandle;

 

scripting->injectNative(&n_CREATE_OBJECT,0x6F0783F5,12.0f,12.0f,12.0f,&objectHandle,1);

scripting->injectNative(&n_ABSF,54.367f);

 

Still very experimental... so it's highly likely the limited testing I've done with it hasn't ironed out all the bugs

Can someone post new links?

  • 1 year later...
thaCURSEDpie

Old thread, but whatever. Also, I don't know if it's already know, but again - whatever tounge.gif.

 

I reversed the weaponentries in-memory. This way you don't need to edit weaponinfo.xml if you want to shoot rockets from your deagle. Can be viewed at:

http://www.gtamodding.com/index.php?title=...sses_%28GTA4%29

 

It's from vanilla GTA:IV v1.0.7.0, though I wouldn't expect the Episodes to have a much different structure.

 

EDIT:

I haven't reversed the whole structure yet. Weapon flags and model properties have yet to be done.

Edited by thaCURSEDpie
  • 8 months later...

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