CamxxCore Posted December 15, 2016 Share Posted December 15, 2016 Here are native addresses for b944 (social club version): http://camx.me/gtav/addresses-b944_2.txt Link to comment Share on other sites More sharing options...
LS Savage Posted December 16, 2016 Share Posted December 16, 2016 Here are native addresses for b944 (social club version): http://camx.me/gtav/addresses-b944_2.txt Why post the addresses when the base is dynamic? http://pastebin.com/WA8c4Zan Link to comment Share on other sites More sharing options...
CamxxCore Posted December 16, 2016 Share Posted December 16, 2016 Here are native addresses for b944 (social club version): http://camx.me/gtav/addresses-b944_2.txt Why post the addresses when the base is dynamic? http://pastebin.com/WA8c4Zan You need to patch the exe with a hex editor to disable layout randomization. Change offset 0x186 from 0x22 to 0x23. LS Savage and Fireboyd78 2 Link to comment Share on other sites More sharing options...
TaazR Posted December 16, 2016 Share Posted December 16, 2016 (edited) Did some more bruteforcing and found a lot of native names, and updated nativeDB accordingly 0x866004A8 - NETWORKCASH - NETWORK_EARN_FROM_AI_TARGET_KILL0x3D96A21C - NETWORKCASH - NETWORK_SPENT_PLAYER_HEALTHCARE0x2E51C61C - NETWORKCASH - NETWORK_SPENT_NO_COPS0xD57A5125 - NETWORKCASH - NETWORK_SPENT_REQUEST_JOB0x8957038E - NETWORKCASH - NETWORK_SPENT_IN_STRIPCLUB0x3F75CC38 - NETWORK - NETWORK_SESSION_ACTIVITY_QUICKMATCH0xDB67785D - NETWORK - NETWORK_SESSION_IS_PRIVATE0x6A0BEA60 - NETWORK - NETWORK_SESSION_WAS_INVITED0x7017257D - NETWORK - NETWORK_SESSION_MARK_VISIBLE0x4977AC28 - NETWORK - NETWORK_SESSION_IS_VISIBLE0x6BB93227 - NETWORK - NETWORK_SESSION_CHANGE_SLOTS0x3FDA00F3 - NETWORK - NETWORK_GET_NUM_PRESENCE_INVITES0x8F7D9F46 - NETWORK - NETWORK_GET_NUM_SCRIPT_PARTICIPANTS0x5C065D55 - NETWORK - NETWORK_IS_CABLE_CONNECTED0x56E75FE4 - NETWORK - NETWORK_SESSION_IS_CLOSED_FRIENDS0x3FD49D3B - NETWORK - NETWORK_SESSION_FORCE_CANCEL_INVITE0xE6EEF8AF - NETWORK - NETWORK_SESSION_BLOCK_JOIN_REQUESTS0x742075FE - NETWORK - NETWORK_SESSION_PREPARE_FIRST_DLC ? (possibly hash collision)0xD7F934F4 - NETWORK - NETWORK_GET_ENTITY_IS_NETWORKED0x1E5F6AEF - NETWORK - NETWORK_CHANGE_TRANSITION_SLOTS0xE96CFE7D - NETWORK - NETWORK_HAS_FOLLOW_INVITE0x3242F952 - NETWORK - NETWORK_CLEAR_FOLLOW_INVITE0x208DD848 - NETWORK - NETWORK_GET_RANDOM_INT0x8D27280E - NETWORK - NETWORK_DISABLE_INVINCIBLE_FLASHING0xCAB21090 - NETWORK - NETWORK_OVERRIDE_TRANSITION_CHAT0x9ECF722A - NETWORK - NETWORK_CLEAR_VOICE_CHANNEL0x38BC35C8 - NETWORK - NETWORK_CLEAR_PROPERTY_ID0x9262744C - NETWORK - NETWORK_ENABLE_MOTION_DRUGGED0xCCA9C022 - NETWORK - NETWORK_SET_TRANSITION_ACTIVITY_ID0xCDEBCCE7 - NETWORK - NETWORK_ARE_TRANSITION_DETAILS_VALID0xF7134E73 - NETWORK - NETWORK_REMOVE_ALL_TRANSITION_INVITE0xAB969F00 - NETWORK - NETWORK_ACTION_FOLLOW_INVITE0x4538C4A2 - NETWORK - HAS_NETWORK_TIME_STARTED0xE22445DA - NETWORK - NETWORK_GET_PRIMARY_CLAN_DATA_CLEAR0x455DDF5C - NETWORK - NETWORK_GET_PRIMARY_CLAN_DATA_CANCEL0xA4EF02F3 - NETWORK - NETWORK_GET_PRIMARY_CLAN_DATA_PENDING0x68A054E - NETWORK - NETWORK_GET_PRIMARY_CLAN_DATA_SUCCESS0x4EC0D983 - NETWORK - NETWORK_PLAYER_GET_USERID0xC5E0C989 - NETWORK - NETWORK_GET_PRESENCE_INVITE_SESSION_ID0x47D61C99 - NETWORK - NETWORK_DO_TRANSITION_QUICKMATCH_ASYNC0xE1F86C6A - NETWORK - NETWORK_GET_TIMEOUT_TIME0xD7E5CF9 - NETWORK - NETWORK_JOIN_GROUP_ACTIVITY0xCF358946 - FIRE - ADD_EXPLOSION_WITH_USER_VFX0x1C68D9DC - SCRIPT - REQUEST_SCRIPT_WITH_NAME_HASH0x06674818 - SCRIPT - HAS_SCRIPT_WITH_NAME_HASH_LOADED0x96C26F66 - SCRIPT - SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED0x10B6AB36 - STREAMING - FORMAT_FOCUS_HEADING0xFA037FEB - STREAMING - NEW_LOAD_SCENE_START_SPHERE0x47352E14 - STREAMING - SET_PLAYER_SWITCH_OUTRO Mostly useless network natives cause they're the easiest to figure out, but at least it will make the scripts more readable. Edit: Found even more. 0x8332730C - VEHICLE - SET_VEHICLE_ENVEFF_SCALE0xD5F1EEE1 - VEHICLE - GET_VEHICLE_ENVEFF_SCALE0xAA8BD440 - VEHICLE - SET_VEHICLE_EXCLUSIVE_DRIVER0xE0FC6A32 - VEHICLE - SET_FORCE_HD_VEHICLE0xD1B71A25 - VEHICLE - SET_LAST_DRIVEN_VEHICLE0x8D15BE5D - SYSTEM - START_NEW_SCRIPT_WITH_NAME_HASH0xE38A3AD4 - SYSTEM - START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS0x6AEFE6A5 - CAM - IS_SCRIPT_GLOBAL_SHAKING0x26FCFB96 - CAM - STOP_SCRIPT_GLOBAL_SHAKING0x4B67D7EE - PATHFIND - DOES_NAVMESH_BLOCKING_OBJECT_EXIST0x86DDF9C2 - DATAFILE - DATAFILE_GET_FILE_DICT0x5DCD0796 - DATAFILE - DATAFILE_IS_SAVE_PENDING0xA8171E9E - GAMEPLAY - GET_PREV_WEATHER_TYPE_HASH_NAME0x353E8056 - GAMEPLAY - GET_NEXT_WEATHER_TYPE_HASH_NAME0x21636EE - GAMEPLAY - IS_STUNT_JUMP_MESSAGE_SHOWING0x48CEB6B4 - STREAMING - REQUEST_MENU_PED_MODEL0x2798F56F - DLC1 - GET_SHOP_PED_OUTFIT_LOCATE0x35BCA844 - DLC1 - IS_DLC_VEHICLE_MOD0xBE70849B - NETWORKCASH - NETWORK_PAY_EMPLOYEE_WAGE0x451A2644 - NETWORKCASH - NETWORK_PAY_UTILITY_BILL0xADF8F882 - NETWORKCASH - NETWORK_GET_VC_BALANCE0x16184FB5 - NETWORKCASH - NETWORK_GET_VC_BANK_BALANCE0x4F5B781C - NETWORKCASH - NETWORK_GET_VC_WALLET_BALANCE0x5E81F55C - NETWORKCASH - NETWORK_EARN_FROM_MISSION_H0x5AA379D9 - NETWORKCASH - NETWORK_CAN_SPEND_MONEY0x8262C70E - NETWORK - NETWORK_IS_TRANSITION_MATCHMAKING0xC71E607B - NETWORK - NETWORK_OPEN_TRANSITION_MATCHMAKING0x82D32D07 - NETWORK - NETWORK_CLOSE_TRANSITION_MATCHMAKING0xCEE79711 - NETWORK - NETWORK_APPLY_TRANSITION_PARAMETER0x7771AB83 - NETWORK - NETWORK_X_AFFECTS_GAMERS0x74EE2D8B - NETWORK - NETWORK_OVERRIDE_CHAT_RESTRICTIONS0x95F1C60D - NETWORK - NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS0xD4DA14EF - UI - IS_SOCIAL_CLUB_ACTIVE0xD094F11A - SOCIALCLUB - SC_EMAIL_MESSAGE_CLEAR_RECIP_LIST Edited December 18, 2016 by TaazR The Stunt, jedijosh920, Fireboyd78 and 7 others 10 Link to comment Share on other sites More sharing options...
Fireboyd78 Posted December 19, 2016 Share Posted December 19, 2016 (edited) 0x1C68D9DC - SCRIPT - REQUEST_SCRIPT_WITH_NAME_HASH0x06674818 - SCRIPT - HAS_SCRIPT_WITH_NAME_HASH_LOADED0x96C26F66 - SCRIPT - SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED I spent HOURS trying to figure out what those natives were. I can't believe I didn't think to try "WITH_NAME_HASH", I think I did "BY_HASH" or something like that. I stupidly called those natives "REQUEST_STREAMED_SCRIPT"...apologies to anyone who was thrown off by my bad research. You sir, are a god. Well technically bruteforcing did the work for you, but still! Edited December 19, 2016 by Fireboyd78 TaazR, Alexander Blade and R3QQ 3 Link to comment Share on other sites More sharing options...
unknown modder Posted December 19, 2016 Share Posted December 19, 2016 0x1C68D9DC - SCRIPT - REQUEST_SCRIPT_WITH_NAME_HASH0x06674818 - SCRIPT - HAS_SCRIPT_WITH_NAME_HASH_LOADED0x96C26F66 - SCRIPT - SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED I spent HOURS trying to figure out what those natives were. I can't believe I didn't think to try "WITH_NAME_HASH", I think I did "BY_HASH" or something like that. I stupidly called those natives "REQUEST_STREAMED_SCRIPT"...apologies to anyone who was thrown off by my bad research. You sir, are a god. Well technically bruteforcing did the work for you, but still! It took me equally as long to figure out R* calls raycasts shape tests Alexander Blade 1 Link to comment Share on other sites More sharing options...
TaazR Posted December 19, 2016 Share Posted December 19, 2016 (edited) 0x1C68D9DC - SCRIPT - REQUEST_SCRIPT_WITH_NAME_HASH0x06674818 - SCRIPT - HAS_SCRIPT_WITH_NAME_HASH_LOADED0x96C26F66 - SCRIPT - SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED I spent HOURS trying to figure out what those natives were. I can't believe I didn't think to try "WITH_NAME_HASH", I think I did "BY_HASH" or something like that. I stupidly called those natives "REQUEST_STREAMED_SCRIPT"...apologies to anyone who was thrown off by my bad research. You sir, are a god. Well technically bruteforcing did the work for you, but still! Yeah it's easy to use the bruteforcer when you can search for anything by doing something like "REQUEST_SCRIPT_WITH_{wordlist}_{wordlist}" Alexander needs to update the nativeDB, a lot of natives are missing their 32 bit console hash so there is no way to bruteforce them. And a lot of other natives are hash collisions and it doesn't let you change their names. It's also missing the natives from the recent GTA updates. Edited December 19, 2016 by TaazR Jitnaught 1 Link to comment Share on other sites More sharing options...
_CP_ Posted December 19, 2016 Share Posted December 19, 2016 @TaazR How did you figure to change interior styles for Bikers interiors? Link to comment Share on other sites More sharing options...
TaazR Posted December 19, 2016 Share Posted December 19, 2016 (edited) @TaazR How did you figure to change interior styles for Bikers interiors? 0xC1F1920BAF281317 It's not in the natives.h file since it's a dlc native, you have to add it in yourself parameters are: (int interiorID, char* prop, int unknown) Edited December 19, 2016 by TaazR _CP_ 1 Link to comment Share on other sites More sharing options...
GRAX Posted December 19, 2016 Share Posted December 19, 2016 (edited) @unknown modder @all I dont know how to do this so here is my request for the decompiled scripts (v944.2) thanks in advance!!! Edited December 19, 2016 by GRAX Link to comment Share on other sites More sharing options...
_CP_ Posted December 19, 2016 Share Posted December 19, 2016 @TaazR Could you post a working example of loaded style? Link to comment Share on other sites More sharing options...
TaazR Posted December 19, 2016 Share Posted December 19, 2016 @TaazR Could you post a working example of loaded style? Just search that hash through the decompiled scripts and it'll show you all the available props Link to comment Share on other sites More sharing options...
_CP_ Posted December 19, 2016 Share Posted December 19, 2016 I found this, only for warehouse:http://pastebin.com/05mW4SLW Link to comment Share on other sites More sharing options...
TaazR Posted December 20, 2016 Share Posted December 20, 2016 (edited) I found this, only for warehouse: http://pastebin.com/05mW4SLW In my script it's 0xC1F1920BAF281317(id[59], "Furnishings_01", 1); 0xC1F1920BAF281317(id[59], "Walls_01", 1); 0xC1F1920BAF281317(id[59], "Decorative_01", 1); 0xC1F1920BAF281317(id[59], "Mural_01", 1); 0xC1F1920BAF281317(id[59], "lower_walls_default", 1); use 02 instead of 01 for the other style Edited December 20, 2016 by TaazR Link to comment Share on other sites More sharing options...
kingnikpic Posted December 20, 2016 Share Posted December 20, 2016 (edited) Hello , i play gta 5 on my laptop and i had to modify script.cpp file for the native trainer, cuz i dont have numpad. i have uploaded it to google drive,link below. can u compile it into a nativetrainer.asi file ? i have very bad internet speeds to download micosoft visual studio. GOOGle drive link https://drive.google.com/open?id=0B2xX40IRr0gLVTh6SEpucUJRNms Edited December 20, 2016 by kingnikpic Link to comment Share on other sites More sharing options...
unknown modder Posted December 20, 2016 Share Posted December 20, 2016 @unknown modder @all I dont know how to do this so here is my request for the decompiled scripts (v944.2) thanks in advance!!! https://www.gta5-mods.com/tools/decompiled-scripts-b757 Hello , i play gta 5 on my laptop and i had to modify script.cpp file for the native trainer, cuz i dont have numpad. i have uploaded it to google drive,link below. can u compile it into a nativetrainer.asi file ? i have very bad internet speeds to download micosoft visual studio. GOOGle drive link https://drive.google.com/open?id=0B2xX40IRr0gLVTh6SEpucUJRNms Wrong topic, this is about documentation and research, try asking here http://gtaforums.com/forum/372-coding/ GRAX and Lobix300 2 Link to comment Share on other sites More sharing options...
Lobix300 Posted December 20, 2016 Share Posted December 20, 2016 Thank you for the scripts b944 <3 Link to comment Share on other sites More sharing options...
GRAX Posted December 20, 2016 Share Posted December 20, 2016 @unknown modder Thank you so much! Link to comment Share on other sites More sharing options...
alloc8or Posted December 23, 2016 Share Posted December 23, 2016 (edited) Here are some of the new natives from 1.0.944.2 (add to VEHICLE namespace) static BOOL _HAS_VEHICLE_ROCKET_BOOST(Vehicle vehicle) { return invoke<BOOL>(0x36D782F68B309BDA, vehicle); }static BOOL _IS_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle) { return invoke<BOOL>(0x3D34E80EED4AE3BE, vehicle); }static void _SET_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x81E1552E35DC3839, vehicle, active); }static void _SET_VEHICLE_ROCKET_BOOST_REFILL_TIME(Vehicle vehicle, float seconds) { invoke<Void>(0xE00F2AB100B76E89, vehicle, seconds); }static BOOL _HAS_VEHICLE_JUMPING_ABILITY(Vehicle vehicle) { return invoke<BOOL>(0x9078C0C5EF8C19E9, vehicle); }static BOOL _HAS_VEHICLE_PARACHUTE(Vehicle vehicle) { return invoke<BOOL>(0xBC9CFF381338CB4F, vehicle); }static BOOL _CAN_VEHICLE_PARACHUTE_BE_ACTIVATED(Vehicle vehicle) { return invoke<BOOL>(0xA916396DF4154EE3, vehicle); }static void _SET_VEHICLE_PARACHUTE_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x0BFFB028B3DD0A97, vehicle, active); } Edited December 31, 2016 by Unknown_Modder kagikn, Skorpro, sasuke78200 and 1 other 4 Link to comment Share on other sites More sharing options...
_CP_ Posted December 23, 2016 Share Posted December 23, 2016 Still no progress with interior styles, could anybody check them? Link to comment Share on other sites More sharing options...
unknown modder Posted December 24, 2016 Share Posted December 24, 2016 Here are some of the new natives from 1.0.944.2 (add to VEHICLE namespace) static BOOL _HAS_VEHICLE_ROCKET_BOOST(Vehicle vehicle) { return invoke<BOOL>(0x36D782F68B309BDA, vehicle); }static BOOL _IS_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle) { return invoke<BOOL>(0x3D34E80EED4AE3BE, vehicle); }static void _SET_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x81E1552E35DC3839, vehicle, active); }static BOOL _HAS_VEHICLE_JUMPING_ABILITY(Vehicle vehicle) { return invoke<BOOL>(0x9078C0C5EF8C19E9, vehicle); }static BOOL _HAS_VEHICLE_PARACHUTE(Vehicle vehicle) { return invoke<BOOL>(0xBC9CFF381338CB4F, vehicle); }static BOOL _CAN_VEHICLE_PARACHUTE_BE_ACTIVATED(Vehicle vehicle) { return invoke<BOOL>(0xA916396DF4154EE3, vehicle); }static void _SET_VEHICLE_PARACHUTE_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x0BFFB028B3DD0A97, vehicle, active); } I should really add those to my decompiler. Also this brings a point that nativeDB is in serious need of an update. No new natives have been added there(presumably because they wont work on earlier game versions). Also natives with parameters added/removed haven't been updated Link to comment Share on other sites More sharing options...
Transmet Posted December 24, 2016 Share Posted December 24, 2016 Here are some of the new natives from 1.0.944.2 (add to VEHICLE namespace) static BOOL _HAS_VEHICLE_ROCKET_BOOST(Vehicle vehicle) { return invoke<BOOL>(0x36D782F68B309BDA, vehicle); }static BOOL _IS_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle) { return invoke<BOOL>(0x3D34E80EED4AE3BE, vehicle); }static void _SET_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x81E1552E35DC3839, vehicle, active); }static BOOL _HAS_VEHICLE_JUMPING_ABILITY(Vehicle vehicle) { return invoke<BOOL>(0x9078C0C5EF8C19E9, vehicle); }static BOOL _HAS_VEHICLE_PARACHUTE(Vehicle vehicle) { return invoke<BOOL>(0xBC9CFF381338CB4F, vehicle); }static BOOL _CAN_VEHICLE_PARACHUTE_BE_ACTIVATED(Vehicle vehicle) { return invoke<BOOL>(0xA916396DF4154EE3, vehicle); }static void _SET_VEHICLE_PARACHUTE_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x0BFFB028B3DD0A97, vehicle, active); } I should really add those to my decompiler. Also this brings a point that nativeDB is in serious need of an update. No new natives have been added there(presumably because they wont work on earlier game versions). Also natives with parameters added/removed haven't been updated Yes fully agree, we would have to update NativeDB to give it the native news and also put the last hash. Or at least add a quick hash translator to avoid having to translate them by hand by scrolling version by version, It would be more practical. Otherwise it's me where the last update to change calling convention for native functions or composition structure arguments ? Because I can no longer invoke certain native functions correctly, it may be me, i'll see that but I would like a confirmation if not. Thanks. Link to comment Share on other sites More sharing options...
Transmet Posted December 24, 2016 Share Posted December 24, 2016 (edited) Since when have no longer needs to reverse the stack of arguments for native functions ? That was my problem, now it seems to work perfectly. Sorry for my double post. Edited December 24, 2016 by Transmet Link to comment Share on other sites More sharing options...
unknown modder Posted December 24, 2016 Share Posted December 24, 2016 Yes fully agree, we would have to update NativeDB to give it the native news and also put the last hash. Or at least add a quick hash translator to avoid having to translate them by hand by scrolling version by version, It would be more practical. Otherwise it's me where the last update to change calling convention for native functions or composition structure arguments ? Because I can no longer invoke certain native functions correctly, it may be me, i'll see that but I would like a confirmation if not. Thanks. We dont need to worry about translated hashes for nativeDB, SHV can handle that fine, but natives that are in later game versions can't be used without manually adding the hashes to your natives.h file. Also what is your reason for manually invoking natives Link to comment Share on other sites More sharing options...
Transmet Posted December 24, 2016 Share Posted December 24, 2016 Yes fully agree, we would have to update NativeDB to give it the native news and also put the last hash. Or at least add a quick hash translator to avoid having to translate them by hand by scrolling version by version, It would be more practical. Otherwise it's me where the last update to change calling convention for native functions or composition structure arguments ? Because I can no longer invoke certain native functions correctly, it may be me, i'll see that but I would like a confirmation if not. Thanks. We dont need to worry about translated hashes for nativeDB, SHV can handle that fine, but natives that are in later game versions can't be used without manually adding the hashes to your natives.h file. Also what is your reason for manually invoking natives I use my own hooker which only works with the latest hashs and does not perform internal conversion as SHV. Link to comment Share on other sites More sharing options...
unknown modder Posted December 24, 2016 Share Posted December 24, 2016 Yes fully agree, we would have to update NativeDB to give it the native news and also put the last hash. Or at least add a quick hash translator to avoid having to translate them by hand by scrolling version by version, It would be more practical. Otherwise it's me where the last update to change calling convention for native functions or composition structure arguments ? Because I can no longer invoke certain native functions correctly, it may be me, i'll see that but I would like a confirmation if not. Thanks. We dont need to worry about translated hashes for nativeDB, SHV can handle that fine, but natives that are in later game versions can't be used without manually adding the hashes to your natives.h file. Also what is your reason for manually invoking natives I use my own hooker which only works with the latest hashs and does not perform internal conversion as SHV. Aside from the fact I'm 99% sure this is for GTA:O modding, you can just use the translatin table and have some script do the conversion for you Link to comment Share on other sites More sharing options...
Transmet Posted December 24, 2016 Share Posted December 24, 2016 (edited) Yes fully agree, we would have to update NativeDB to give it the native news and also put the last hash. Or at least add a quick hash translator to avoid having to translate them by hand by scrolling version by version, It would be more practical. Otherwise it's me where the last update to change calling convention for native functions or composition structure arguments ? Because I can no longer invoke certain native functions correctly, it may be me, i'll see that but I would like a confirmation if not. Thanks. We dont need to worry about translated hashes for nativeDB, SHV can handle that fine, but natives that are in later game versions can't be used without manually adding the hashes to your natives.h file. Also what is your reason for manually invoking natives I use my own hooker which only works with the latest hashs and does not perform internal conversion as SHV. Aside from the fact I'm 99% sure this is for GTA:O modding, you can just use the translatin table and have some script do the conversion for you I use my own hooker to develop my own multiplayer mod, then stop the prejudices. And I already made a program to perform the translations automatically, i was just saying that it would be better to have a small tool on the website. Happy Holidays. Edited December 24, 2016 by Transmet Link to comment Share on other sites More sharing options...
uNiverselEgacy Posted December 29, 2016 Share Posted December 29, 2016 Don't know if it's been asked before but is it safe to call new natives on older versions of the game? Will SHV just ignore the call or is it going to throw an exception? Link to comment Share on other sites More sharing options...
unknown modder Posted December 29, 2016 Share Posted December 29, 2016 Don't know if it's been asked before but is it safe to call new natives on older versions of the game? Will SHV just ignore the call or is it going to throw an exception? I think SHV will throw an exception, if not then GTA V definitely will, all unregistered natives point to a function that causes a game crash. Link to comment Share on other sites More sharing options...
alloc8or Posted December 30, 2016 Share Posted December 30, 2016 (edited) Here are some of the new natives from 1.0.944.2 (add to VEHICLE namespace) static BOOL _HAS_VEHICLE_ROCKET_BOOST(Vehicle vehicle) { return invoke<BOOL>(0x36D782F68B309BDA, vehicle); }static BOOL _IS_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle) { return invoke<BOOL>(0x3D34E80EED4AE3BE, vehicle); }static void _SET_VEHICLE_ROCKET_BOOST_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x81E1552E35DC3839, vehicle, active); }static void _SET_VEHICLE_ROCKET_BOOST_REFILL_TIME(Vehicle vehicle, float seconds) { invoke<Void>(0xE00F2AB100B76E89, vehicle, seconds); }static BOOL _HAS_VEHICLE_JUMPING_ABILITY(Vehicle vehicle) { return invoke<BOOL>(0x9078C0C5EF8C19E9, vehicle); }static BOOL _HAS_VEHICLE_PARACHUTE(Vehicle vehicle) { return invoke<BOOL>(0xBC9CFF381338CB4F, vehicle); }static BOOL _CAN_VEHICLE_PARACHUTE_BE_ACTIVATED(Vehicle vehicle) { return invoke<BOOL>(0xA916396DF4154EE3, vehicle); }static void _SET_VEHICLE_PARACHUTE_ACTIVE(Vehicle vehicle, BOOL active) { invoke<Void>(0x0BFFB028B3DD0A97, vehicle, active); } Here's another one: static BOOL _IS_THIS_MODEL_AN_AMPHIBIOUS_CAR(Hash model) { return invoke<BOOL>(0x633F6F44A537EBB6, model); } // 0x633F6F44A537EBB6 They have put this below IS_MODEL_A_VEHICLE (Edit: Changed the name to _IS_THIS_MODEL_AN_AMPHIBIOUS_CAR as it fits better) Currently only returns true for 0x4662BCBB (technical2 | Technical Aqua). Not for Blazer Aqua since it's a quadbike (explanation below). And yes, it's _IS_THIS_MODEL_AN_AMPHIBIOUS_CAR. Why? Let's take a look at the changes to IS_THIS_MODEL_A_CAR: b877 b944 No other IS_THIS_MODEL_* native checks for value 6. I don't know why R* made it for cars only but to check if the model is an amphibious quadbike, you would need to manually check if CVehicleModelInfo + 0x318 is 7 instead of 6. Edited December 30, 2016 by Unknown_Modder Fireboyd78, Skorpro, Tez2 and 3 others 6 Link to comment Share on other sites More sharing options...
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