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[V] Script/Native Documentation and Research


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lulzmodder

 

 

I was just trying to figure out few unknown things in the entity section, and as a result I got these:

Vector3 ENTITY::_0xE465D4AB7CA6AE72(Any P0) //GET_ENTITY_COLLISION_NORMAL? normalized collision pointAny _0x5C3D0A935F535C4C(Any p0) //GET_COLLIDED_STATIC_MAP_OBJECT_HASH? they can't be created or spawned thoughvoid _0x621873ECE1178967(Any p0, float p1, float p2, float p3, BOOL p4, BOOL p5, BOOL p6, BOOL p7) //works same as SET_ENTITY_COORDS (O.o)

GET_ENTITY_COLLISION_NORMAL seems very useful to me, but I'm confused as to what exactly it returns. What is a collision normal / normalized collision point?

 

Here is a better explanation.

InfamousSabre

 

GET_ENTITY_COLLISION_NORMAL seems very useful to me, but I'm confused as to what exactly it returns. What is a collision normal / normalized collision point?

Here is a better explanation.

 

 

Ah, okay. That's pretty much what I was thinking, just never heard the name/term.

Hi , Anyone know the native function to detach a bone of a vehicle ?

Example : a go off a plane

 

Example function that I would need to know :

VEHICLE::DETACH_BONE_VEHICLE(Vehicle, BoneID, Bool Toggle) // Detach bone of vehicle

If anyone know this function, It shook nice to share :)

Thanks

Edited by TransmetTeam

Hey any chance that the natives.json could also include any help text that exists? Just using the very first one as an example:

"0x43A66C31C68491C0":{  "name": "GET_PLAYER_PED",  "params":[{"type":"Player", "name":"player"}],  "results":"Any",  "jhash":"0x6E31E993"  "info": "Returns ped for player"}

I'm auto generating the Interfaces and Implementations and would be really cool to be able to also have additional information.

  • 2 weeks later...
  • 2 weeks later...
Neutrinobeam

Some natives in the scripts that don't appear to be on the DB.

 

As of b372d,

 

_350_$0000000000000000

$1B7ABE26CBCBF8C7
$2DE6C5E2E996F178
$2F41A3BAE005E5FA
$375A706A5C2FD084
$4879E4FE39074CDF
$4AD490AE1536933B

$4C2A9FDC22377075

$4D1CB8DC40208A17
$613F125BA3BD2EB9
$6558AC7C17BFEF58
$67D02A194A2FC2BD
$7C226D5346D4D10A
$7E07C78925D5FD96
$801879A9B4F4B2FB
$814AF7DCAACC597B

$82ACC484FFA3B05F

 

As of b393d,

 

$0A25F80D5BADC013
$125E6D638B8605D4
$1888694923EF4591
$1950DAE9848A4739
$203B381133817079
$2F074C904D85129E
$3A8B55FDA4C8DDEF
$50634E348C8D44EF
$697F508861875B42
$82A2B386716608F1
Alexander Blade

db is 335

 

 

Some natives in the scripts that don't appear to be on the DB.

 

As of b372d,

 

_350_$0000000000000000

$1B7ABE26CBCBF8C7
$2DE6C5E2E996F178
$2F41A3BAE005E5FA
$375A706A5C2FD084
$4879E4FE39074CDF
$4AD490AE1536933B

$4C2A9FDC22377075

$4D1CB8DC40208A17
$613F125BA3BD2EB9
$6558AC7C17BFEF58
$67D02A194A2FC2BD
$7C226D5346D4D10A
$7E07C78925D5FD96
$801879A9B4F4B2FB
$814AF7DCAACC597B

$82ACC484FFA3B05F

 

As of b393d,

 

$0A25F80D5BADC013
$125E6D638B8605D4
$1888694923EF4591
$1950DAE9848A4739
$203B381133817079
$2F074C904D85129E
$3A8B55FDA4C8DDEF
$50634E348C8D44EF
$697F508861875B42
$82A2B386716608F1

 

Alexander Blade

Good , edit the db !

 

bool PED::IS_PED_PROP_INDEX_VALID(Ped ped, int componentId, int drawableId, int TextureId) //_0x2B16A3BFF1FBCE49

bool PED::IS_PED_PROP_INDEX_VALID(Ped ped, int componentId, int drawableId, int TextureId) //_0x2B16A3BFF1FBCE49

Thanks for providing. Please update http://dev-c.com/nativedb/ when you discover these.

 

What Alexander Said :colgate:

Edited by MoMadenU
Alexander Blade

It doesn't return bool actually , just checked

bool PED::IS_PED_PROP_INDEX_VALID(Ped ped, int componentId, int drawableId, int TextureId) //_0x2B16A3BFF1FBCE49

 

Fixed

Someone seems to have deleted everything from the DB again.

  • 2 weeks later...
  • 3 weeks later...
Alexander Blade

GTA V Native hash translation table from b393 to b463 .

http://pastebin.com/3XT0dhWG

 

After this patch nativedb will have corrected param count for the following natives , some of them were changed in the previous patches , make sure that you change your code to fit new param count

 

DRAW_SCALEFORM_MOVIE - 10 params instead of 9

SET_MINIMAP_COMPONENT - 3 instead of 2

_SET_MINIMAP_ATTITUDE_INDICATOR_LEVEL - 2 instead of 1

GET_GROUND_Z_FOR_3D_COORD - 5 instead of 4

_PUSH_SCALEFORM_MOVIE_RGBA - 6 instead of 5

+1 for this

 

Hey any chance that the natives.json could also include any help text that exists? Just using the very first one as an example:

"0x43A66C31C68491C0":{  "name": "GET_PLAYER_PED",  "params":[{"type":"Player", "name":"player"}],  "results":"Any",  "jhash":"0x6E31E993"  "info": "Returns ped for player"}

I'm auto generating the Interfaces and Implementations and would be really cool to be able to also have additional information.

Hey guys, what do the "/*number*/" (comments?) mean in the decompiled scripts?

like:

g_3D5B/*{16}*/ = g_3D6B;//orl_3C[2/*1*/] = l_39;//org_200000[sub_3258()/*8064*/]

I'm assuming the g_ things are global variables, but what do the numbers between the /* *\'s signify? Does it have something to do with bits and all that "bit shifting" you see in every script?

 

And why is ROPE::ACTIVATE_PHYSICS used so much on non-rope/non-object entities when there are no other rope natives used in the script? I get the feeling it does more than we think it does

Alexander Blade

Array sizes in elements

 

Hey guys, what do the "/*number*/" (comments?) mean in the decompiled scripts?

AI::TASK_EXTEND_ROUTE always seems to add an entry for (0,0,0) regardless of the actual parameters.

Any idea what this could be Alexander?

 

More details in separate thread http://gtaforums.com/topic/821087-task-extend-route-and-task-follow-point-route-always-lead-to-000/

Alexander Blade

Cool , put it in DB !

 

UI::SET_BLIP_ALPHA(Blip blip, int alpha).

Sets alpha-channel for blip color.

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