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[VC] gta vice city - tracer bullet


VintProg
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source code c++

void VC_DrawFuncHUD() { auto CBulletInfo__AddBullet  = (void (__cdecl*)(CEntity_ * entity, int wpnIndex, float x1, float y1, float z1, float x2, float y2, float z2))0x05C47C0;auto AddParticle = (void (__cdecl*)(char, RwV3d*, RwV3d*, CEntity_ *, float, RwRGBA*, int,int,int,int ) )0x0563CC0;  if (GetAsyncKeyState(0x4D) != 0 ) {    CPed *pPed =        CPlayerPed::GetPlayerPed();         CBulletInfo__AddBullet((CEntity_*)pPed , 29, _Camera->cams[_Camera->activeCam].camPos.x,                 _Camera->cams[_Camera->activeCam].camPos.y,                _Camera->cams[_Camera->activeCam].camPos.z + 0.1f,                 _Camera->cams[_Camera->activeCam].targetPoint.x,                  _Camera->cams[_Camera->activeCam].targetPoint.y,                   _Camera->cams[_Camera->activeCam].targetPoint.z                );          RwV3d v1;        RwV3d v2;        RwRGBA rw;         v1 = _Camera->cams[_Camera->activeCam].camPos;        v2 = _Camera->cams[_Camera->activeCam].targetPoint;         rw.alpha = 255;        rw.blue  = rand() % 255;        rw.green = rand() % 255;        rw.red   = rand() % 255;         AddParticle(56, &v1, &v2, 0, 0.0, &rw, 0, 0, 0, 8300);   } }//Use inject codevoid injectFunction (DWORD address, DWORD function) {DWORD _old;    VirtualProtect((LPVOID)address,4,  PAGE_READWRITE, &_old);     BYTE * patch = (BYTE *)address;    *patch = 0xE9;    // JMP    *(DWORD *)(patch+1) = (function-(address+5));         VirtualProtect((LPVOID)address,4, _old, &_old); }injectFunction(0x043E490, (DWORD)VC_DrawFuncHUD);
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Nice, but I guess it'd be better if you provided a compiled ASI too... and maybe even the slightest description :p

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Well this is a new one, hadnt heard you were working on this one VintProg, looks like another interesting thing from you.

XDBuildTopicSig6.png

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The source is pretty much uncompileable unless a person who wants to compile it has some proper VC headers too.

 

Including a compiled code would save a lot of hassle.

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  • 4 months later...
sharpie_eastern

Maybe there's something he doesn't want us to know :blink:

Edited by sharpie_eastern
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I completed headers and compiled this stuff, ASI plugin and source code here.

Push m key to shot bullets

 

 

 

dllmain.cpp

#include <math.h>#include <stdlib.h>#include <time.h>#include "stdafx.h"#include "vcRenderWare.h"#include "vcCamera.h"#include "vcPhysic.h"#include "vcWeapon.h"#include "vcActors.h"//Use inject codevoid injectFunction (DWORD address, DWORD function){DWORD _old;    VirtualProtect((LPVOID)address,4,  PAGE_READWRITE, &_old);     BYTE * patch = (BYTE *)address;    *patch = 0xE9;    // JMP    *(DWORD *)(patch+1) = (function-(address+5));         VirtualProtect((LPVOID)address,4, _old, &_old); }void VC_DrawFuncHUD(){auto CBulletInfo__AddBullet = (void (__cdecl*)(CEntity_ * entity, int wpnIndex, float x1, float y1, float z1, float x2, float y2, float z2))0x05C47C0;auto AddParticle = (void (__cdecl*)(char, RwV3d*, RwV3d*, CEntity_ *, float, RwRGBA*, int,int,int,int ) )0x0563CC0;CCamera *_Camera = (CCamera*)0x07E4688;CPed *pPed = CPlayerPed::GetPlayerPed(); if (GetAsyncKeyState(0x4D) != 0 ){        CBulletInfo__AddBullet((CEntity_*)pPed,			29, 			_Camera->cams[_Camera->activeCam].camPos.x,             _Camera->cams[_Camera->activeCam].camPos.y,            _Camera->cams[_Camera->activeCam].camPos.z + 0.1f,            _Camera->cams[_Camera->activeCam].targetPoint.x,            _Camera->cams[_Camera->activeCam].targetPoint.y,            _Camera->cams[_Camera->activeCam].targetPoint.z            );         RwV3d v1;        RwV3d v2;        RwRGBA rw;        v1 = _Camera->cams[_Camera->activeCam].camPos;        v2 = _Camera->cams[_Camera->activeCam].targetPoint;        rw.alpha = 255;        rw.blue  = rand() % 255;        rw.green = rand() % 255;        rw.red   = rand() % 255;        AddParticle(56, &v1, &v2, 0, 0.0, &rw, 0, 0, 0, 8300);}}BOOL APIENTRY DllMain( HMODULE hModule,                       DWORD  ul_reason_for_call,                       LPVOID lpReserved					 ){	switch (ul_reason_for_call)	{	case DLL_PROCESS_ATTACH:		// SetTimer(0,0, 16, (TIMERPROC)Update);		injectFunction(0x043E490, (DWORD)VC_DrawFuncHUD);	break;	case DLL_THREAD_ATTACH:	case DLL_THREAD_DETACH:	case DLL_PROCESS_DETACH:	break;	}	return TRUE;}

 

 

Edited by HackMan128
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I don't want to create another thread for such small mod, so i'm gonna post here. This is a remake of cleo version, which was planned a long time ago. 1.0 exe required, as always.

 

 

 

wBqbXjM.jpg

 

github.com/ThirteenAG/Bullettraces_gta3vc/releases/latest

Edited by ThirteenAG
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Is version for GTA III using PlayOneShot function to play any sounds from game?

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Is version for GTA III using PlayOneShot function to play any sounds from game?

I guess.

57C840 ; cDMAudio::PlayOneShot((int, unsigned short, float))

 

Btw, there was a small update, it's better to redownload.

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I don't want to create another thread for such small mod, so i'm gonna post here. This is a remake of cleo version, which was planned a long time ago. 1.0 exe required, as always.

 

 

 

wBqbXjM.jpg

 

github.com/ThirteenAG/Bullettraces_gta3vc/releases/latest

Wow,I've always looking for this!Can i have permission?For VCS mod?It is like in VCS.

Edited by SaL_Leone
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  • 4 years later...

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