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[V] Script/Native Documentation and Research


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Fireboyd78

Finally finished documenting the notification natives! All that's left is to appropriately name them!

int _0x1CCD9A37359072CF(char *picName1, char *picName2, BOOL flash, int iconType, char *sender, char *subject) // 0x1CCD9A37359072CF 0xE7E3C98Bint _0x1E6611149DB3DB6B(char *picName1, char *picName2, BOOL flash, int iconType, char *sender, char *subject, float duration) // 0x1E6611149DB3DB6B 0x0EB382B7int _0x5CBF7BADE20DB93E(char *picName1, char *picName2, BOOL flash, int iconType, char *sender, char *subject, float duration, char *clanTag) // 0x5CBF7BADE20DB93E 0x3E807FE3int _0x531B84E7DA981FB6(char *picName1, char *picName2, BOOL flash, int iconType1, char *sender, char *subject, float duration, char *clanTag, int iconType2) // 0x531B84E7DA981FB6 0xDEB491C8

(Link to first native)

 

I also documented a bunch of other natives, but I do so many changes that I tend to lose track. My goal is to try and give parameters descriptive names and maybe even a short description if the native is completely unknown. So if you see natives that look nice, chances are I edited them. Lol.

Edited by Fireboyd78
Alexander Blade

GTA V Native hash translation table from b350 to b372

http://pastebin.com/hrRtb81n

 

You are not allowed to use this info if you want to tamper (or grant an ability to do so) with active R* hosted sessions of GTA:O .

Alexander Blade

Btw the list above has no system natives (24 natives) which hashes weren't changed since PC version release .

Edited by Alexander Blade

GTA V Native hash translation table from b350 to b372

http://pastebin.com/hrRtb81n

 

You are not allowed to use this info if you want to tamper (or grant an ability to do so) with active R* hosted sessions of GTA:O .

Are those new hashes or random values?

GTA V Native hash translation table from b350 to b372

http://pastebin.com/hrRtb81n

 

You are not allowed to use this info if you want to tamper (or grant an ability to do so) with active R* hosted sessions of GTA:O .

I can't seem to figure out how to use this to update my natives.h file since when I search for either the left or right hash in my current natives.h file (downloaded from nativedb), it finds nothing.

Edit: I created a program to replace any of the original hashes with the new hashes, and ran it with your file, and the new file is identical (meaning it didn't find any of the original hashes). I tried this with both the left and right side of the hashes for the original.

Hopefully you can help me out. :)

 

WTF? Why do they keep changing the native hashes?

My biggest guess is that they want to stop people using mods online, even though it only slows them down for a while.

Edited by LetsPlayOrDy

 

GTA V Native hash translation table from b350 to b372

http://pastebin.com/hrRtb81n

 

You are not allowed to use this info if you want to tamper (or grant an ability to do so) with active R* hosted sessions of GTA:O .

I can't seem to figure out how to use this to update my natives.h file since when I search for either the left or right hash in my current natives.h file (downloaded from nativedb), it finds nothing. Hopefully you can help me out. :)

 

 

Same problem here.

Cant do that because all the names/functions such as Ped GET_PLAYER_PED() don't match up with the proper hash --> 0x43A66C31C68491C0. That list that Alex posted is just a list of native hash's we have no idea what they do.

I tested every single hash in the pastebin to see if they matched up with any of the hashes in natives.h, and none of them did.

w8 you tried something like

 

static Ped GET_PLAYER_PED( Player player ) { return invoke<Ped>(Loop through the new hash list --> "0x43A66C31C68491C0", player ); }

I wrote a program that goes through each line of the translation paste, gets the left and right hash of that line, checks if the natives.h file contains the left hash, and if it does, replace the left hash with the right hash in the natives.h file.

I also tried it the other way, searching for the right hash and then trying to replace it with the left hash. Neither worked as neither side of the hashes were found.

Edited by LetsPlayOrDy
ImplodingExplosion

If you look here, you will see that the left column of the pastebin document matches up with the right column there. The left column there holds the hashes that are used in the Native Database and natives.h, which are actually old hashes themselves.

Edited by ImplodingExplosion

Why are you guys even looking at that hash stuff? I'm fairly sure that wasn't posted for 95% of modders here, that's probably for the few that actually do script hooking type development. Simply replacing the natives.h isn't going to fix the script hook - there's gonna be substantially more work required for that. Just wait for AB to update it.

Cant do that because all the names/functions such as Ped GET_PLAYER_PED() don't match up with the proper hash --> 0x43A66C31C68491C0. That list that Alex posted is just a list of native hash's we have no idea what they do.

They go in the hook... I think

Edited by R1NZLR
Alexander Blade

You don't need to update natives.h with new hashes , Script Hook V plugins always use only original PC hash values (build 335 and before) .

 

 

This patch (372) brings some changes to the parameter count of the following functions

BFE5756E7407064A 18 params0725A4CCFDED9A70 5 params // SET_PED_CURRENT_WEAPON_VISIBLE9541D3CF0D398F36 8 params // CREATE_WEAPON_OBJECT428BDCB9DA58DA53 15 paramsB539BD8A4C1EECF8 8 params // NETWORK_EARN_FROM_VEHICLE3F4D00167E41E0AD 9 params20194D48EAEC9A41 3 params
Edited by Alexander Blade

 

You don't need to update natives.h with new hashes , Script Hook V plugins always use only original PC hash values (build 335 and before) .

 

 

This patch (372) brings some changes to the parameter count of the following functions

BFE5756E7407064A 18 params0725A4CCFDED9A70 5 params // SET_PED_CURRENT_WEAPON_VISIBLE9541D3CF0D398F36 8 params // CREATE_WEAPON_OBJECT428BDCB9DA58DA53 15 paramsB539BD8A4C1EECF8 8 params // NETWORK_EARN_FROM_VEHICLE3F4D00167E41E0AD 9 params20194D48EAEC9A41 3 params

Alright, thanks. :)

 

You don't need to update natives.h with new hashes , Script Hook V plugins always use only original PC hash values (build 335 and before) .

 

 

This patch (372) brings some changes to the parameter count of the following functions

BFE5756E7407064A 18 params0725A4CCFDED9A70 5 params // SET_PED_CURRENT_WEAPON_VISIBLE9541D3CF0D398F36 8 params // CREATE_WEAPON_OBJECT428BDCB9DA58DA53 15 paramsB539BD8A4C1EECF8 8 params // NETWORK_EARN_FROM_VEHICLE3F4D00167E41E0AD 9 params20194D48EAEC9A41 3 params
When will the NativeDB be updated to reflect these changes? (And while you're doing that, add a BOOL* parameter type please).
  • Like 1
Alexander Blade

Seems like new patch brakes some weather related stuff , for ex. after using weather override natives there is no waves even when you reload the save .

Someone is messing with the DB!

http://www.reddit.com/r/GTAV_Mods/comments/39q5z7/today_i_shall_break_the_gtav_native_db_provided/

 

PLAYER::GET_PLAYER_PED

 

Hashes: 0x43A66C31C68491C0 0x6E31E993

--------------------------------------------------------------------------------------------------------------------------

Ped GET_PLAYER_PED(Player player) // 0x43A66C31C68491C0 0x6E31E993

--------------------------------------------------------------------------------------------------------------------------

jet fuel can't melt steal beams.

Edited by amoshydra
InfamousSabre

Not surprising. People have been fking things up almost since day 1. There are a few who moderate it. It will be reversed.

Alexander Blade

DB is updated , added ~350 (not the patch version , count) natives which were not there , please check if your latest commits are there !

  • Like 1

DB is updated , added ~350 (not the patch version , count) natives which were not there , please check if your latest commits are there !

Thank you, Alex! When will the decompiled scripts be updated? (Or should I ask listener instead?)

 

Oh, and could you please add a BOOL* parameter type? I'm not sure if you forgot or if it's just not a priority right now.

Edited by Fireboyd78
Alexander Blade

Fireboyd78

It's added , but it is in the end of the type list . Scripts will be soon , listener is working on it . Did you check your latest commits to the DB , is everything in place ?

Edited by Alexander Blade

Fireboyd78

It's added , but it is in the end of the type list . Scripts will be soon , listener is working on it . Did you check your latest commits to the DB , is everything in place ?

Yes, everything is good. Thank you!

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