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OrionSR

Introduction to SA Chain Game Style Save Editing - Mobile/PC

Recommended Posts

ric-013

Gang Zone Editor ( in-game ) Beta
for android ( all versions of game )





Test-Script :

 



 {$CLEO .csi}//GZedit.txt03A4: name_thread 'GZEDIT'///// INIT0001: wait 0 ms00BC: show_text_highpriority GXT 'FELD_WR' time 1000 flag 1     // " loading data , please wait " txt0001: wait 100 ms                                             0DD0: [email protected] = get_label_addr @_ZN9CPopCycle15m_pCurrZoneInfoE0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]                       // current zone info0001: wait 100 ms0006: [email protected] = 0x00                                                // local ( store current zone )0006: [email protected] = 0x00                                                // gang id & offsets0006: [email protected] = 0x00                                                // P&C rezone0879: enable_gang_wars 10629: change_integer_stat 337 to 10001: wait 1500 ms0002: jump @SGAtxt///// " SELECT ... GANG AREA " TXT:SGAtxt0001: wait 0 ms00BE: text_clear_all00BA: show_text_styled GXT "FEI_SEL" time 1000 style 8         // " select " txt00BA: show_text_styled GXT "FED_BL5" time 1000 style 7         // " gang area " txt00BA: show_text_styled GXT "LG_01" time 1000 style 5           // " player position " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'PLA_21' time 1000 flag 1     // " exit " txt00D6: if00E1:   key_pressed 3 touch_point 6                            //  center screen touch004D: jump_if_false @ZoneID0002: jump @EndS///// READ & STORE CURRENT ZONE:ZoneID0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            //  center screen touch004D: jump_if_false @SGAtxt0DD8: [email protected] = read_mem_addr [email protected] size 4 add_ib 0                    // read & store current zone00BE: text_clear_all00BA: show_text_styled GXT "FED_BL5" time 2000 style 5         // " gang area " txt00BA: show_text_styled GXT "FESZ_LS" time 2000 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0001: wait 3000 ms0002: jump @ClearZ///// CLEAR ZONE GANG DENSITIES & ADD DEALERS :ClearZ0001: wait 0 ms0DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear ballas000A: [email protected] += 0x010DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear groove000A: [email protected] += 0x010DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear vagos000A: [email protected] += 0x010DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear rifa000A: [email protected] += 0x010DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear danang000A: [email protected] += 0x010DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear mafia000A: [email protected] += 0x010DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear triads000A: [email protected] += 0x010DD9: write_mem_addr [email protected] value 0x00 size 1 add_ib 0 protect 0   // clear aztecas000A: [email protected] += 0x030DD9: write_mem_addr [email protected] value 0x0A size 1 add_ib 0 protect 0   // add delears 0x0A000A: [email protected] += 0x050DD8: [email protected] = read_mem_addr [email protected] size 1 add_ib 0  	               // read P&C0879: enable_gang_wars 00002: jump @CzoneA///// REZONE CHECK A :CzoneA0001: wait 0 ms00D6: if 0029:   [email protected] >= 0x0E                                             // avoid = P&C 15+ settings004D: jump_if_false @CzoneB0209: [email protected] = random_int_in_ranges 0 15                           // random P&C0002: jump @Rezone///// REZONE CHECK B:CzoneB0001: wait 0 ms00D6: if or0039:   [email protected] == 0x01     		                                   // avoid = P&C 1 setting    0039:   [email protected] == 0x03    		                                   // avoid = P&C 3 setting004D: jump_if_false @SGCtxt0209: [email protected] = random_int_in_ranges 0 15                           // random P&C0002: jump @Rezone///// REZONE :Rezone0001: wait 0 ms0DD9: write_mem_addr [email protected] value [email protected] size 1 add_ib 0 protect 0     // write " random " P&C 0002: jump @CzoneA///// " SELECT ... GANG CONTROL " TXT:SGCtxt0001: wait 0 ms000E: [email protected] -= 0x0F00BA: show_text_styled GXT "FEI_SEL" time 3000 style 5         // " select " txt00BA: show_text_styled GXT "FEC_GAN" time 3000 style 6         // " gang control " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 3000 flag 1    // " please wait ... " txt0001: wait 4000 ms0002: jump @G0txt///// BALLAS:G0txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x00004D: jump_if_false @G1txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs "00BA: show_text_styled GXT "ST_GNG0" time 1000 style 5         // " ballas " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GAM' time 1000 flag 1    // " gang active mode "00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G0set0001: wait 500 ms0006: [email protected] = 0x010002: jump @G0txt:G0set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            //  center screen touch004D: jump_if_false @G0txt0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add ballas density 0x3200BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt///// GROOVE:G1txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x01004D: jump_if_false @G2txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs "  txt00BA: show_text_styled GXT "ST_GNG1" time 1000 style 5         // " groove " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GAM' time 1000 flag 1    // " gang active mode " 00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G1set0001: wait 500 ms0006: [email protected] = 0x020002: jump @G1txt:G1set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            // center screen touch004D: jump_if_false @G1txt005A: [email protected] += [email protected] 0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add groove density 0x320062: [email protected] -= [email protected]: [email protected] = 0x0000BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt///// VAGOS:G2txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x02004D: jump_if_false @G3txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs "  txt00BA: show_text_styled GXT "ST_GNG2" time 1000 style 5         // " vagos " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GAM' time 1000 flag 1    // " gang active mode " 00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G2set0001: wait 500 ms0006: [email protected] = 0x030002: jump @G2txt:G2set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            // center screen touch004D: jump_if_false @G2txt005A: [email protected] += [email protected] 0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add vagos density 0x320062: [email protected] -= [email protected]: [email protected] = 0x0000BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt///// RIFA:G3txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x03004D: jump_if_false @G4txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs "  txt00BA: show_text_styled GXT "ST_GNG3" time 1000 style 5         // " rifa " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GPM' time 1000 flag 1    // " gang passive mode "00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G3set0001: wait 500 ms0006: [email protected] = 0x040002: jump @G3txt:G3set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            // center screen touch004D: jump_if_false @G3txt005A: [email protected] += [email protected] 0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add rifa density 0x320062: [email protected] -= [email protected]: [email protected] = 0x0000BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt///// DANANG:G4txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x04004D: jump_if_false @G5txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs "  txt00BA: show_text_styled GXT "ST_GNG4" time 1000 style 5         // " danang " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GPM' time 1000 flag 1    // " gang passive mode " 00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G4set0001: wait 500 ms0006: [email protected] = 0x050002: jump @G4txt:G4set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            // center screen touch004D: jump_if_false @G4txt005A: [email protected] += [email protected] 0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add danang density 0x320062: [email protected] -= [email protected]: [email protected] = 0x0000BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt///// MAFIA:G5txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x05004D: jump_if_false @G6txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs " txt00BA: show_text_styled GXT "ST_GNG5" time 1000 style 5         // " mafia " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GPM' time 1000 flag 1    // " gang passive mode "00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G5set0001: wait 500 ms0006: [email protected] = 0x060002: jump @G5txt:G5set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            // center screen touch004D: jump_if_false @G5txt005A: [email protected] += [email protected] 0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add mafia density 0x320062: [email protected] -= [email protected]: [email protected] = 0x0000BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt///// TRIADS:G6txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x06004D: jump_if_false @G7txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs "  txt00BA: show_text_styled GXT "ST_GNG6" time 1000 style 5         // " triad " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GPM' time 1000 flag 1    // " gang passive mode "00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G6set0001: wait 500 ms0006: [email protected] = 0x070002: jump @G6txt:G6set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            // center screen touch004D: jump_if_false @G6txt005A: [email protected] += [email protected] 0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add triad density 0x320062: [email protected] -= [email protected]: [email protected] = 0x0000BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt///// AZTECAS:G7txt0001: wait 0 ms00D6: if 0039:  [email protected] == 0x07004D: jump_if_false @G0txt00BE: text_clear_all00BA: show_text_styled GXT "FEI_SCR" time 1000 style 8         // " scroll " txt00BA: show_text_styled GXT "FES_GAN" time 1000 style 7         // " gangs " txt00BA: show_text_styled GXT "ST_GNG7" time 1000 style 5         // " aztecas " txt00BA: show_text_styled GXT "FEM_OK" time 1000 style 4          // " OK " txt00BC: show_text_highpriority GXT 'FEC_GPM' time 1000 flag 1    // " gang passive mode " 00D6: if00E1:   key_pressed 3 touch_point 4                            //  top center screen touch004D: jump_if_false @G7set0001: wait 500 ms0006: [email protected] = 0x000002: jump @G0txt:G7set0001: wait 0 ms00D6: if00E1:   key_pressed 3 touch_point 5                            // center screen touch004D: jump_if_false @G7txt005A: [email protected] += [email protected] 0DD9: write_mem_addr [email protected] value 0x32 size 1 add_ib 0 protect 0   // add aztecas density 0x320062: [email protected] -= [email protected]: [email protected] = 0x0000BE: text_clear_all00BA: show_text_styled GXT "FEC_GAN" time 1500 style 5         // " gang control " txt00BA: show_text_styled GXT "FESZ_LS" time 1500 style 6         // " load succesfull " txt00BC: show_text_highpriority GXT 'FEM_PWT' time 2000 flag 1    // " please wait ... " txt0879: enable_gang_wars 10001: wait 2000 ms0002: jump @SGAtxt:EndS0001: wait 0 ms00BE: text_clear_all00BA: show_text_styled GXT "B_THX_1" time 2000 style 4         // " thank you, sir, have a nice day " txt00BC: show_text_highpriority GXT 'AMUBYE' time 2000 flag 1     // " come back again " txt0001: wait 2000 msend_thread ///// LABEL:_ZN9CPopCycle15m_pCurrZoneInfoEhex"_ZN9CPopCycle15m_pCurrZoneInfoE" 00

 



Compiled Test-Script :
https://www.mediafire.com/?78i158ady1t2i5a



This script allow you to add or edit gangs to zones ( territory ) while playing SA.

What it does :
- add selected gang to selected zone with a density of 50
- add drug dealers to selected zone with a density of 10
- apply random rezone to " gang-less " zone ( so gang spawn )

How it works:
#1 - activate script with CLEO menu
#2 - you will get this message " select , gang area "
#3 - you will get this message " player position , OK "
#4 - now take CJ into zone you want to edit and press OK ( center of screen )
#5 - you will get this message " gang area , load succesfull "
#6 - you will get this message " select , gang control "
#7 - the 1st gang name will be displayed " ballas "
#8 - press SCROLL ( top center screen ) to select next gangs " ballas , vagos , rifa , danang , mafia , triad , aztecas "
#9 - with gang name you want displayed , press OK ( center of screen ) to confirm gang
#10 - you will get this message " gang control , load succesfull "
#11 - zone is edited with gang you wanted ... from this point , script jump back to step #2 .

 

notes:

- you can terminate script by pressing EXIT at " select , gang area " menu.

- rifa, da nang , mafia , triads and aztecas dont have zone colors on map , but spawn in zone,


enjoy !

special thanks to :

OrionSR
:colgate:

Edited by ric-013

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Jeansowaty

Note that I'm still using hard-coded addresses to find structures in PC memory. I think I've seen PC coding that does something similar to the magic hex strategy used to call for addresses on Android, but I lost track of the reference. The hard coded values shouldn't matter as the addresses should always be consistent for v1, but I'd eventually like to learn the right way to do things.

 

Typo: Please correct.

//003B: [email protected] == [email protected]: [email protected] == [email protected]

Also, I'm a little worried about this evaluation. It should work just fine on these two zones with short names but I didn't isolate a code for 8 byte equals. I had suggested IF [email protected] == [email protected] AND [email protected] == [email protected] but the revised strategy works just find with the original coding.

Well Orion, I noticed a bug in the script. The gang works fine, but once you enter PLS or MKT1, all VLA gangsters change into the Strippers, I mean, even the ones in El Corona and others.

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ric-013

Note that I'm still using hard-coded addresses to find structures in PC memory. I think I've seen PC coding that does something similar to the magic hex strategy used to call for addresses on Android, but I lost track of the reference. The hard coded values shouldn't matter as the addresses should always be consistent for v1, but I'd eventually like to learn the right way to do things.

 

Typo: Please correct.

//003B: [email protected] == [email protected]: [email protected] == [email protected]
Also, I'm a little worried about this evaluation. It should work just fine on these two zones with short names but I didn't isolate a code for 8 byte equals. I had suggested IF [email protected] == [email protected] AND [email protected] == [email protected] but the revised strategy works just find with the original coding.

 

typo corrected !

;)

 

I noticed a bug in the script. The gang works fine, but once you enter PLS or MKT1, all VLA gangsters change into the Strippers, I mean, even the ones in El Corona and others.[/size]

if you were using " port - a " this little typo was messing up zone check.

Edited by ric-013

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OrionSR

Did the weird bugs in your first report work themselves out with the type correction? And the port a version really needs a better equals evaluation before it can be expanded to zone names longer that 4 bytes.

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Jeansowaty

Alright... now I'm too confused to think about this. I would like to morph other gangs, not only GANG7. I was trying to calculate the numbers as Ric told me but something is not right with them. I'd be grateful if anyone could tell me the hex numbers that have to be used in those scripts for ALL gangs...

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khsh97

How to fix v1.07 save checksum?

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OrionSR

Isn't it the same as all the others? Clear the last 4 bytes, run HxD's checksum-32 tool on the entire file, encode the checksum into the last 4 bytes.

 

Or try this checksum tool by thehambone.

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khsh97

Ok. I have another question; Is the PC saves checksum can be fixed by HxD checksum-32 tool?

what is the difference between checksum-32 and checksum-16 tool of HxD?

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OrionSR

Checksum-16 will encode to a 2 byte word, which won't work right for GTA saves.

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H.A.F
_ZN5CRGBAC2Ehhhh ; CRGBA::CRGBA(uchar,uchar,uchar,uchar)

Can you help me to get color values red and blue?

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OrionSR

I guess this is as good of a place as any to record the save editing procedures I've been collecting for PC. I don't want to lose these again.

 

Initialize pools and arrays

0AA5: call 0x49CB10 num_params 0 pop 0 // init unique stunt jump pool0AA5: call 0x572110 num_params 0 pop 0 // init explored territory array and count0AA5: call 0x6f3270 num_params 0 pop 0 // init car generator pool and numplates0AA5: call 0x43f880 num_params 0 pop 0 // init enex pool, delete all

Functions:

:RedirectEnex// Example: 0AB1: call_scm_func @RedirectEnex 2 source_index [email protected] destination index [email protected]: EntryExitPool_atIndex 0x43ef00 num_params  1 pop 1 index [email protected] ret: int [email protected]  // returns pointer to enex0AA7: EntryExitPool_atIndex 0x43ef00 num_params  1 pop 1 index [email protected] ret: int [email protected]  // returns pointer to enex000A: [email protected] += 0x38    // += offset to destination pointer of source0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0   // update source pointer with new destination address0AB2: ret 0
:DeleteCarGenerator// Adapted from fastman92's DisableCarGeneratorFromBeingSaved function// Example: 0AB1: call_scm_func @DeleteCarGenerator 1 cargen_index [email protected]// Is invalid generator ID?if or  -1 >= [email protected]  [email protected] >= 500then  0AB2: ret 0end0A8D: [email protected] = read_memory 0x6F32AA size 1 virtual_protect false // CCarGenerator_size0AA7: call_function 0x479D60 num_params 1 pop 1 [email protected] store_result_to [email protected] // CCarGenerator* ptrif  [email protected] >= 0x30 // is CCarGenerator_extended ?then  [email protected] += 0x24 // *** untested ***  0A8C: write_memory [email protected] size 2 value 0x0 virtual_protect false // exIplFileelse  [email protected] += 0x1D  0A8C: write_memory [email protected] size 1 value 0x0 virtual_protect false // iplFileend0AB2: ret 0
Edited by OrionSR

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OrionSR

Original Script Rebuilt Car Cenerators - OSRCARGEN (alpha - little practical testing)

 

I've been experimenting with a few test scripts to rebuild a flooded or damaged car generator pool. The original plan was to call separate scripts for each major routine to allow them to be more flexible, but the current implementation is all in one big script. However, since this process has had no practical testing I think it best to post the segments for the time being. (I'm upgrading my PC a bit and want to get this info online where it's handy.)

 

Cheat Trigger Script (new to me) - type "OSRCARGEN" to trigger the script.

 

 

{$CLEO .cs}//Cheat.OSRCARGEN.txt03A4: name_thread "OCARGEN"0000:wait 0while true  wait 0  if    0ADC:   test_cheat "OSRCARGEN"  then    00BA: show_text_styled GXT 'DAMIN' time 2500 style 7  // Generator Hall    wait 2500    gosub @OSRCARGEN//  0A92: create_custom_thread "OSRCARGEN.s"  endend:OSRCARGEN 0001: wait 0 ms //-------------- Test Codes Start Here --------------------------    [email protected] = 0    // hide all loop in [email protected] = 0    // export list index loop HideExportCars//[email protected] = 0    // cargen index for loop sub_CG_Vehicles_DisplayAll//[email protected] = 499  // max cargen records [email protected] = 3000 // long wait [email protected] = 2000 // short wait time// reset gargen pool 0AA5: init_car_generator_pool_and_numplates 0x6f3270 num_params 0 pop 0 0001: wait 0 ms gosub @OSR_CreateCargens   // replace standard car generatorsgosub @OSR_HideCarBrains   // hide based on mission variables (exports left displayed)gosub @OSR_HideExportCars  // display only appropriate export vehicles (optional)//---------------- Test Codes End Here --------------------------00BB: show_text_lowpriority GXT 'FESZ_LS' time [email protected] flag 1  // Load Successful.0001: wait [email protected] ms return   // subroutine//004E: end_thread // custom missions//0A93: end_custom_thread // custom scripts //--------------- Subroutines Start Here ------------------------

 

 

 

Create Cargens - copied from original main. Maintains original sequence and handles using numeric global variables. Comments added to describe each general location, model, organizational groups and mission controlled display status. The script should put the cargens back in the same spot with the same properties, except they're all hidden and need other routines to unlock them properly. (Since this is a long and static part of the script I include this subroutine last.)

 

 

 //------------- Subroutine CreateCargens -----------------------:OSR_CreateCargens// Flight School Rewards014B: $1956 = init_car_generator #RUSTLER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 325.12 2537.1 17.52 angle 180.0              // Flight School Bronze014B: $1957 = init_car_generator #STUNT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 348.0 2537.1 17.42 angle 180.0                 // Flight School Silver014B: $1958 = init_car_generator #HUNTER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 365.51 2537.1 17.42 angle 180.0               // Flight School Gold// Boat School Rewards014B: $1988 = init_car_generator #MARQUIS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.104 2445.776 0.0 angle 229.3771        // Boat School Bronze014B: $1989 = init_car_generator #SQUALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2223.873 2409.866 0.0 angle 49.0555          // Boat School Silver014B: $1990 = init_car_generator #JETMAX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2247.836 2425.675 0.0 angle 220.2123         // Boat School Gold// Bike School Rewards014B: $2192 = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.76 1364.832 10.1203 angle 280.0355      // Bike School Bronze014B: $2193 = init_car_generator #FCR900 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.999 1366.479 10.1203 angle 282.2258      // Bike School Silver014B: $2194 = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.467 1368.359 10.1203 angle 283.0546      // Bike School Gold// Up, Up, and Away Reward014B: $2335 = init_car_generator #LEVIATHN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 383.178 2538.891 16.53 angle 180.0          // Airstrip Leviathan// 8-Track Stadium Rewards014B: $2786 = init_car_generator #MONSTERA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2692.029 -1674.024 9.4656 angle 178.8279    // 8-Track Monster014B: $2787 = init_car_generator #HOTRING color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2676.695 -1673.756 9.4038 angle 178.8279     // 8-Track Hotring// Dirt Track Reward014B: $2788 = init_car_generator #BFINJECT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1104.932 1614.808 12.5546 angle 85.6435     // Dirt Track BF Injection // Whetstone Farm Decorations014B: $2783 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1460.87 -1566.737 101.0579 angle 2.0        // Whetstone Sanchez014B: $2784 = init_car_generator #WALTON color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1446.239 -1494.731 101.0514 angle 6.0        // Whetstone Walton014B: $2785 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1439.643 -1576.823 101.0578 angle 264.1183  // Whetstone Tractor// Sweet and Rider09E2: $2764 = parked_car_generator_w_numberplate #PICADOR colors 84 84 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SHERM__" at $142 $143 $144 angle $145   // Ryder Picador09E2: $2765 = parked_car_generator_w_numberplate #GREENWOO colors 59 34 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "GROVE4L_" at $138 $139 $140 angle $141  // Sweet Greenwood// Mostly LS Decorations014B: $2767 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2412.52 -1326.49 23.74 angle 177.92              // East LS Alley BMX014B: $2766 = init_car_generator #CLOVER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2445.5 -1340.8 23.5 angle 180.0               // East LS Clover014B: $2768 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2499.18 -1648.26 13.0 angle 158.61               // Grove St. BMX014B: $2789 = init_car_generator #SAVANNA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2685.981 -2016.21 12.5501 angle 0.337        // Willowfield Savanna014B: $2782 = init_car_generator #BLADE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.096 -2125.103 13.0469 angle 0.3441        // El Corona Blade014B: $2781 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2048.856 -2521.276 31.125 angle 171.0232    // Angel Pine Sanchez// Zeroing In Rewards014B: $2790 = init_car_generator #URANUS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1956.3 297.7 34.3 angle 64.8                 // Wang Uranus// Test Drive Rewards014B: $2791 = init_car_generator #ELEGY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.6 265.7 39.9 angle 292.8                 // Wang Elegy 014B: $2792 = init_car_generator #SULTAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1957.7 277.0 34.3 angle 133.4                // Wang Sultan // Customs Fast Track014B: $2793 = init_car_generator #SAVANNA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.8 258.8 39.9 angle 259.1               // Wang Savanna // Puncture Wounds014B: $2794 = init_car_generator #STRATUM color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1950.5 259.7 34.3 angle 53.8                // Wang Stratum// BMX and NRG Challenge Triggers 014B: $2799 = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2800 $2801 $2802 angle 88.1761                  // Challenge BMX014B: $2803 = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2804 $2805 $2806 angle 312.9365              // Challenge NRG// Firefighter and Paramedic014B: $2807 = init_car_generator #FIRELA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 58.0 28.0 angle 90.0                  // SF Firetruck (ladder)014B: $2808 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 64.0 28.0 angle 90.0                // SF Firetruck (water cannon)014B: $2809 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1763.824 2075.757 9.9093 angle 179.4753     // LV Firetruck (water cannon)014B: $2810 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1751.512 -1455.102 12.5547 angle 263.5589   // LS Firetruck (water cannon)014B: $2811 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2033.888 -1432.67 16.6453 angle 177.829      // East LS Ambulance014B: $2812 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1178.048 -1338.175 13.405 angle 269.4923     // West LS Ambulance014B: $2813 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -303.7814 1032.326 19.086 angle 268.5016     // Fort Carson Ambulance014B: $2814 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1507.164 2525.455 55.1875 angle 358.5728    // El Quebrados Ambulance014B: $2815 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1229.665 297.6883 19.0547 angle 154.9553     // Montgomery Ambulance014B: $2816 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2202.52 -2315.986 30.1172 angle 319.6815    // Angel Pine Ambulance// Country Rides014B: $2817 = init_car_generator #BUFFALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 886.3782 -25.6671 63.244 angle 157.6212      // Catalina Buffalo 014B: $2769 = init_car_generator #MTBIKE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2355 $2356 $2357 angle 206.39                // Chilad Challenge Mt Bike// Quarry Controlled  014B: $2759 = init_car_generator #DUMPER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 687.3733 890.67 -40.4285 angle 35.14          // Quarry Dumper 014B: $2760 = init_car_generator #DOZER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 620.882 861.2452 -43.9534 angle 298.7428       // Quarry Dozer // Weak Tea014B: $2780 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 623.3402 887.0944 -43.5625 angle 347.2967    // Quarry Sanchez 014B: $2761 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2486.046 59.184 24.8284 angle 180.0         // Hashbury Sanchez 014B: $2763 = init_car_generator #BROADWAY color 1 5 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2337 $2338 $2339 angle 270.0                 // Idlewood Broadway 014B: $2762 = init_car_generator #SADLER color 51 4 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2340 $2341 $2342 angle 180.0                  // El Quebrados Sadler// Courier Triggers   014B: $2776 = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2343 $2344 $2345 angle 53.1                     // LS Courier BMX014B: $2778 = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2346 $2347 $2348 angle 42.0                 // SF Courier Freeway014B: $2779 = init_car_generator #FAGGIO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2349 $2350 $2351 angle 183.4                 // LV Courier Faggio// Always Hidden at Jefferson Motel014B: $2770 = init_car_generator #GREENWOO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013   // Hidden Jefferson Greenwood014B: $2771 = init_car_generator #GREENWOO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013   // Hidden Jefferson Greenwood014B: $2772 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2229.001 -1173.798 24.7331 angle 90.5569         // Hidden Jefferson BMX// Burglary Vans014B: $2775 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2251.028 -1788.661 12.7625 angle 358.9591    // LS Burglary Van 014B: $2774 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2118.171 -4.0948 35.0203 angle 270.142      // SF Burglary Van 014B: $2773 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2596.747 1444.245 10.3203 angle 178.2712     // LV Burglary Van // Girlfriends locked cars014B: $2818 = init_car_generator #HUSTLER color 83 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 2408.156 -1719.463 13.6665 angle 0.5881     // Denise Hustler (1st)014B: $2819 = init_car_generator #MONSTERB color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1778.178 1207.074 25.1194 angle 91.9357  // Michelle Monster B (1st)014B: $2821 = init_car_generator #COPCARRU color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1399.717 2628.59 55.7823 angle 271.7941  // Barbara Cop Ranger (1st)014B: $2820 = init_car_generator #BANDITO color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -379.5 -1443.115 25.7266 angle 88.9244     // Helena Bandito (1st)014B: $2822 = init_car_generator #ROMERO color 1 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -2572.04 1148.564 55.7333 angle 337.8434      // Katie Romero (1st)014B: $2823 = init_car_generator #CLUB color 126 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 2028.446 2731.102 10.53 angle 268.994         // Millie Club (1st)// Girlfriends unlocked cars 09E2: $2824 = parked_car_generator_w_numberplate #HUSTLER colors 83 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "HOMEGIRL" at 2408.156 -1719.463 13.6665 angle 0.5881     // Denise Hustler (2nd)09E2: $2825 = parked_car_generator_w_numberplate #MONSTERB colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__NOS___" at -1778.178 1207.074 25.1194 angle 91.9357  // Michelle Monster B (2nd)09E2: $2827 = parked_car_generator_w_numberplate #COPCARRU colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CUFFS__" at -1399.717 2628.59 55.7823 angle 271.7941  // Barbara Cop Ranger (2nd)09E2: $2826 = parked_car_generator_w_numberplate #BANDITO colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "FULLAUTO" at -379.5 -1443.115 25.7266 angle 88.9244     // Helena Bandito (2nd)09E2: $2828 = parked_car_generator_w_numberplate #ROMERO colors 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_TRAUMA_" at -2572.04 1148.564 55.7333 angle 337.8434      // Katie Romero (2nd)09E2: $2829 = parked_car_generator_w_numberplate #CLUB colors 126 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994         // Millie Club (2nd)// Export List 1014B: $2830 = init_car_generator #BUFFALO color -1 -1 force_spawn 0 alarm 70 door_lock 40 min_delay 0 max_delay 10000 at -1673.94 439.02 7.01 angle 136.0           // Easter Basin Buffalo014B: $2831 = init_car_generator #SENTINEL color -1 -1 force_spawn 0 alarm 60 door_lock 30 min_delay 0 max_delay 10000 at 926.45 -1292.29 13.6 angle 270.0          // Movie Studio Sentinel014B: $2832 = init_car_generator #INFERNUS color -1 -1 force_spawn 0 alarm 80 door_lock 50 min_delay 0 max_delay 10000 at -2665.44 990.77 64.45 angle 51.0          // Paradiso Infernus014B: $2833 = init_car_generator #CAMPER color -1 -1 force_spawn 1 alarm 30 door_lock 10 min_delay 0 max_delay 10000 at -2516.598 1228.919 36.4283 angle 211.5      // Juniper Camper014B: $2834 = init_car_generator #ADMIRAL color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1122.29 -1699.76 13.43 angle 270.0         // Verona Beach Admiral014B: $2835 = init_car_generator #PATRIOT color -1 -1 force_spawn 1 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1006.41 -628.27 32.0 angle 270.0          // Chemical Factory Patriot014B: $2836 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2085.23 -2437.52 30.31 angle 142.0        // Angel Pine Sanchez014B: $2837 = init_car_generator #STRETCH color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1922.19 288.34 40.84 angle 180.0          // Wang Stretch014B: $2838 = init_car_generator #FELTZER color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -16.66 -2521.17 36.37 angle 210.0          // Flint County Feltzer014B: $2839 = init_car_generator #REMINGTN color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1803.38 -1931.05 13.66 angle 0.0          // El Corona Remington// Export List 2014B: $2840 = init_car_generator #CHEETAH color -1 -1 force_spawn 1 alarm 90 door_lock 30 min_delay 0 max_delay 10000 at 1272.24 2603.03 10.49 angle 117.0          // Prickle Pine Cheetah014B: $2841 = init_car_generator #RANCHER color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -112.4 -41.82 3.26 angle 160.0             // Blueberry Rancher014B: $2842 = init_car_generator #STALLION color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2456.1 741.65 34.92 angle 180.0          // Juniper Stallion014B: $2843 = init_car_generator #PETRO color -1 -1 force_spawn 1 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1951.81 2393.83 50.08 angle 292.0           // Tierra Robada Tanker014B: $2844 = init_car_generator #COMET color -1 -1 force_spawn 0 alarm 90 door_lock 40 min_delay 0 max_delay 10000 at -2751.79 -281.5 6.81 angle 0.0               // SF Country Club Comet014B: $2845 = init_car_generator #SLAMVAN color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1923.93 -2118.89 13.35 angle 0.0           // El Corona Slamvan014B: $2846 = init_car_generator #BLISTAC color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1675.94 -618.74 13.86 angle 256.0         // SF Airport Blista014B: $2847 = init_car_generator #STAFFORD color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2430.22 320.84 34.97 angle 245.0         // Queens Stafford014B: $2848 = init_car_generator #SABRE color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2265.33 200.65 34.97 angle 270.0            // Garcia Sabre014B: $2849 = init_car_generator #FCR900 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 2282.7 2535.88 10.39 angle 180.0            // Roca Escalante FCR-900// Export List 3014B: $2850 = init_car_generator #BANSHEE color -1 -1 force_spawn 0 alarm 90 door_lock 50 min_delay 0 max_delay 10000 at 2133.04 1009.75 10.49 angle 270.0          // Come-a-Lot Banshee014B: $2851 = init_car_generator #SUPERGT color -1 -1 force_spawn 1 alarm 90 door_lock 50 min_delay 0 max_delay 10000 at 2229.3 1402.99 10.82 angle 180.0           // Royal Casino Super GT014B: $2852 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1550.4 2687.54 56.22 angle 90.0           // El Quebrados Journey014B: $2853 = init_car_generator #HUNTLEY color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2068.69 -83.75 35.1 angle 0.0             // Driving School Huntley014B: $2854 = init_car_generator #BFINJECT color -1 -1 force_spawn 0 alarm 70 door_lock 10 min_delay 0 max_delay 10000 at 682.17 -1867.46 4.82 angle 180.0          // Verona Beach BF Injection014B: $2855 = init_car_generator #BLADE color -1 -1 force_spawn 0 alarm 80 door_lock 10 min_delay 0 max_delay 10000 at 1747.87 -2098.03 13.28 angle 180.0           // El Corona Blade014B: $2856 = init_car_generator #FREEWAY color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1144.46 -1101.26 25.35 angle 300.0         // Temple Freeway014B: $2857 = init_car_generator #MESA color -1 -1 force_spawn 0 alarm 70 door_lock 10 min_delay 0 max_delay 10000 at -2406.25 -2180.84 33.39 angle 180.0           // Angel Pine Mesa014B: $2858 = init_car_generator #ZR350 color -1 -1 force_spawn 0 alarm 80 door_lock 10 min_delay 0 max_delay 10000 at 2163.79 1810.23 10.58 angle 180.0            // Clown's Pocket ZR-350014B: $2859 = init_car_generator #EUROS color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 2207.43 1286.13 10.57 angle 180.0            // Camel's Toe Euros// Tractors and Body Harvest Reward Combines 014B: $2865 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -540.0441 -1396.147 15.0 angle 0.0         // Flint Range W Combine014B: $2866 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -289.5517 -1389.627 10.0 angle 0.0         // Flint Range E Combine014B: $2867 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -192.9 -1331.307 21.5 angle 0.0            // Flint Range NE Combine014B: $2860 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -273.9629 -1507.596 5.0 angle 0.0          // Flint Farm SE Combine014B: $2861 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -395.1952 -1293.19 30.8 angle 0.0          // Flint Farm W Combine014B: $2862 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -186.6494 -1339.215 6.0 angle 0.0          // Blueberry Acres N Combine014B: $2868 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1030.249 -1050.188 129.0 angle 0.0        // Blueberry Acres E Combine014B: $2869 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1169.425 -989.6309 129.0 angle 0.0        // Blueberry Acres S Combine014B: $2863 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1110.79 -947.7925 129.0 angle 0.0         // Flint Range S Tractor014B: $2870 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 16.8768 49.991 3.0 angle 0.0               // Flint Range N Tractor014B: $2871 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.051 3.3203 1.5 angle 0.0                // Flint Range E Tractor014B: $2872 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -15.2986 -84.6533 3.0 angle 0.0            // Flint Farm Tractor014B: $2864 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.0533 3.3234 1.5 angle 0.0               // Blueberry Acres Tractor// 100% Reward Vehicles014B: $2777 = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0          // 100% Grove Rhino014B: $673 = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2527.2 -1677.1 19.2 angle 90.0                  // 100% Grove Hydra// Driving School Rewards014B: $5178 = init_car_generator #SUPERGT color 31 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2093.9 -83.7 33.9 angle 359.1                // Driving School Bronze014B: $5183 = init_car_generator #BULLET color 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2076.8 -84.0 33.7 angle 1.1                  // Driving School Silver09E2: $5184 = parked_car_generator_w_numberplate #HOTKNIFE colors 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0   // Driving School Gold09E2: $5186 = parked_car_generator_w_numberplate #BANSHEE colors 79 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4  // Juniper Bullet09E2: $5185 = parked_car_generator_w_numberplate #BULLET colors 24 40 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4   // SF Gym Banshee// Bloodbowl Reward014B: $5188 = init_car_generator #BLOODRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.0 -409.1 34.1 angle 307.2              // Bloodbowl Bloodring Banger// Pilot License at Flight School Rewards014B: $5189 = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1544.0 -1352.0 329.0 angle 95.0             // LS Downtown Maverick014B: $5190 = init_car_generator #SPARROW color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1963.0 628.0 151.0 angle 182.0              // SF Downtown Sparrow014B: $5191 = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.0 705.0 31.0 angle 90.0               // SFPD Helipad Maverick014B: $5192 = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2630.0 684.0 72.0 angle 180.0              // SF Hospital Maverick014B: $5193 = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2726.0 682.0 72.0 angle 90.0               // SF Hospital Raindance014B: $5194 = init_car_generator #SEASPAR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.0 2329.0 8.0 angle 180.0               // Bayside Sea Sparrow014B: $5195 = init_car_generator #CARGOBOB color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2619.0 2721.0 37.0 angle 90.0               // Fuel Depot Cargobob014B: $5196 = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2092.0 2415.0 75.0 angle 260.0              // Emerald Isle Maverick014B: $5197 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 292.0 2542.0 16.0 angle 180.0                  // Airstrip Hydra     014B: $5198 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1286.0 501.5 18.0 angle 270.0                 // Easter Basin Hydra 014B: $5199 = init_car_generator #SKIMMER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -959.0813 2629.206 43.229 angle 110.0        // Desert N Skimmer014B: $5200 = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 273.0045 -1876.038 5.2935 angle 271.51      // Santa Maria Raindance014B: $5201 = init_car_generator #POLMAV color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1561.865 -1701.953 27.948 angle 0.0015        // Pershing Square Police Maverick014B: $5202 = init_car_generator #SKIMMER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -637.1 1811.953 1.7 angle 180.0015           // Desert S Skimmer014B: $5203 = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0         // SF Dodo W014B: $5204 = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51           // SF Dodo E014B: $5205 = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015       // SF Nevada E014B: $5206 = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015         // SF Shamal W014B: $5207 = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015         // SF Shamal E014B: $5208 = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015         // SF Nevada W014B: $5209 = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015         // SF Shamal N014B: $5210 = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377      // SF Maverick014B: $5211 = init_car_generator #LEVIATHN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015            // SF Leviathan014B: $5212 = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015            // SF Raindance014B: $5213 = init_car_generator #RUSTLER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015          // SF Rustler014B: $5214 = init_car_generator #HUNTER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1608.724 286.14 6.22 angle 55.0015           // Easter Basin Hunter014B: $5215 = init_car_generator #AT400 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1586.941 1190.642 10.863 angle 180.0           // LV AT-400014B: $5216 = init_car_generator #BEAGLE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015          // SF Beagle// Verdant Meadows Rewards014B: $5179 = init_car_generator #RHINO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 277.55 1989.35 17.21 angle 270.0               // Area 69 S Rhino 014B: $5180 = init_car_generator #RHINO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 281.23 2022.33 17.21 angle 270.0               // Area 69 N Rhino // Vertical Bird Rewards014B: $5181 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 1990.25 17.21 angle 320.0               // Area 69 S Hydra 014B: $5182 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 2031.36 17.21 angle 320.0               // Area 69 N Hydra // Locked SF Planes014B: $5217 = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0       // SF Dodo W Locked014B: $5218 = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51         // SF Dodo E Locked014B: $5219 = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015     // SF Nevada E Locked014B: $5220 = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015       // SF Shamal W Locked014B: $5221 = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015       // SF Shamal E Locked014B: $5222 = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015       // SF Nevada W Locked014B: $5223 = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015       // SF Shamal N Locked014B: $5224 = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 100 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377    // SF Maverick not Locked014B: $5225 = init_car_generator #LEVIATHN color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015          // SF Leviathan Locked014B: $5226 = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015          // SF Raindance Locked014B: $5227 = init_car_generator #RUSTLER color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015        // SF Rustler Locked014B: $5228 = init_car_generator #BEAGLE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015        // SF Beagle Locked// LS Studio Decorations014B: $5229 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.7213 -1185.042 16.5 angle 123.3055         // Movie Studio NS Caddy014B: $5230 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.5233 -1182.365 16.5 angle 123.3055         // Movie Studio NE Caddy014B: $5231 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 926.9179 -1178.95 16.5 angle 123.3055          // Movie Studio N Caddy014B: $5232 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 861.3535 -1240.759 14.5 angle 180.1308         // Movie Studio SW Caddy014B: $5233 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 837.7494 -1206.574 16.5 angle 153.2632       // Movie Studio Journey West014B: $5234 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 897.5168 -1207.991 16.5 angle 86.5989        // Movie Studio Journey East014B: $5235 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.2398 -1334.195 13.5411 angle 267.8109    // TV Station Journey North014B: $5236 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.9623 -1343.907 13.5197 angle 273.7721    // TV Station Journey South// Chiliad Decorations014B: $5244 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2408.511 -2186.024 32.89 angle 321.692      // Chiliad Sanchez014B: $5245 = init_car_generator #MTBIKE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2407.606 -2177.092 32.89 angle 321.692       // Lower Chiliad Mt Bike014B: $5246 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2338.565 -1593.833 482.9451 angle 20.751    // Chiliad Journey014B: $5247 = init_car_generator #CAMPER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2343.37 -1613.943 482.9757 angle 105.53      // Chiliad Camper// Cut Throat Business Rewards014B: $5248 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2213.556 112.7671 34.9203 angle 88.472         // Doherty Kart014B: $5249 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2693.386 -139.4564 3.93359 angle 90.0856       // Ocean Flats SE Kart014B: $5250 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2796.468 -94.1788 6.9875 angle 42.6945         // Ocean Flats SW Kart014B: $5251 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2206.051 701.2161 48.9453 angle 183.4174       // Chinatown Kart014B: $5252 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -810.5599 2430.363 156.9649 angle 336.533       // Arco Shack Kart014B: $5253 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1693.441 432.2852 6.9914 angle 300.903         // Easter Basin Kart014B: $5254 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2116.138 924.8068 85.9791 angle 94.9293        // Calton Heights Kart014B: $5255 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1483.69 2614.835 58.2812 angle 337.9383        // El Quebrados Kart014B: $5256 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1419.698 1947.996 10.9531 angle 6.9689          // Redsands West Kart014B: $5257 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1567.389 2691.118 10.265 angle 279.9875         // Prickle Pine Kart014B: $5258 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2087.367 -2519.016 29.925 angle 90.9178        // Angel Pine Kart014B: $5259 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.317 1939.701 10.129 angle 148.1757         // Chinese Mall Kart014B: $5260 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1074.964 1395.418 5.303 angle 36.7673           // LV Stadium Kart014B: $5261 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.239 -1731.225 5.9486 angle 140.8213        // Grove Kart014B: $5262 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1305.176 -796.6955 83.9477 angle 185.9911       // Madd Dogg's Kart014B: $5263 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2294.926 2546.978 5.9175 angle 290.9339      // Bayside Vortex (ghost)014B: $5264 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 714.3436 -1488.273 0.9343 angle 270.0         // Marina Vortex014B: $5265 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1426.412 506.8391 2.9463 angle 144.61        // Easter Basin Vortex014B: $5266 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1971.92 1560.665 10.9635 angle 262.615        // Pirates Vortex014B: $5267 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -535.4126 -60.8884 63.5922 angle 276.9756     // Panopticon Vortex 014B: $5268 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -910.27 2699.06 42.8 angle 110.8738           // Desert N Jump Vortex// A Home In The Hills Reward014B: $5269 = init_car_generator #SPARROW color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1291.5 -787.5 95.4555 angle 180.0            // Madd Dogg's Sparrow// Please make it spawn014B: $5270 = init_car_generator #PCJ600 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 435.2751 2527.523 16.371 angle 90.0           // Airstrip PCJ // Kickstart Reward014B: $5275 = init_car_generator #DUNERIDE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1091.89 1612.63 13.0 angle 206.7583         // Kickstart Dune // Just this lone vehicle by itself and not really worthy of a long description014B: $5276 = init_car_generator #VOODOO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.66 -2096.59 13.99 angle 182.7583         // El Corona Voodoo// Angel Pine Decorations014B: $5277 = init_car_generator -1 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.303 -2440.136 29.822 angle 324.7583       // Angel Pine Random 014B: $5278 = init_car_generator -1 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2147.038 -2443.752 29.822 angle 324.7583       // Angel Pine Random 014B: $5279 = init_car_generator -1 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2140.979 -2448.733 29.822 angle 144.7583       // Angel Pine Random 014B: $5280 = init_car_generator #RDTRAIN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2000.242 -2415.509 29.767 angle -132.0      // Angel Pine Roadtrain 014B: $5281 = init_car_generator #DFT30 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2437.939 29.767 angle -82.5         // Angel Pine DFT-30 014B: $5282 = init_car_generator #FORKLIFT color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2443.908 29.767 angle -19.0      // Angel Pine Forklift return

 

 

 

HideCarBrains - Update display status of reward vehicles based on mission checklist variables - hopefully. The strategy is to display everything and then hide what shouldn't be displayed yet. The export vehicles are left displayed by this routine and handled by the next.

 

 

//------------- Subroutine HideCarBrains -----------------------:OSR_HideCarBrains0001: wait 0 ms 0AD0: show_formatted_text_lowpriority "Resetting Vehicles, please wait..." time [email protected] 0001: wait [email protected] ms 0050: gosub @sub_CG_Vehicles_DisplayAll0050: gosub @sub_CG_HideBrains0AD0: show_formatted_text_lowpriority "All vehicles reset.~n~Thanks for waiting." time [email protected] 0001: wait [email protected] ms 0051: return//OSR/CG37: ------------------ Display All Vehicles ------------------:sub_CG_Vehicles_DisplayAll0AD0: show_formatted_text_lowpriority "Unhiding all vehicles." time [email protected] 0001: wait [email protected] ms 0006: [email protected] = 4990006: [email protected] = 0:sub_CG_Vehicles_DisplayAll_Cars00D6: if002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @sub_CG_Vehicles_DisplayAll_End014C: set_parked_car_generator [email protected] cars_to_generate_to 101 000A: [email protected] += 10002: jump @sub_CG_Vehicles_DisplayAll_Cars:sub_CG_Vehicles_DisplayAll_End0051: return//OSR/CG4Android - PC Test: ----- Hide Mission Reward Vehicles -----:sub_CG_HideBrains// Stadium Rewards:sub_CG_HideBrains_8Track00D6: if 0038:   $2325 == 0 // 25, 8-Track PC  $Races_Won[5]004D: jump_if_false @sub_CG_HideBrains_8Track_End0AD0: show_formatted_text_lowpriority "8-Track is not completed.~n~Hiding Monster and Hotring." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2786 cars_to_generate_to 0  // 8-Track Monster014C: set_parked_car_generator $2787 cars_to_generate_to 0  // 8-Track Hotring:sub_CG_HideBrains_8Track_End:sub_CG_HideBrains_BloodBowl00D6: if 0038:   $1941 == 0  // $Mission_BloodRing_Passed004D: jump_if_false @sub_CG_HideBrains_BloodBowl_End0AD0: show_formatted_text_lowpriority "Bloodbowl is not completed.~n~Hiding Bloodring Banger." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5188 cars_to_generate_to 0  // Bloodbowl Bloodring Banger:sub_CG_HideBrains_BloodBowl_End:sub_CG_HideBrains_DirtTrack00D6: if 0038:   $2326 == 0 // 26, Dirt Track PC  $Races_Won[6]004D: jump_if_false @sub_CG_HideBrains_DirtTrack_End0AD0: show_formatted_text_lowpriority "Dirt Track is not completed.~n~Hiding BF Injection." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2788 cars_to_generate_to 0              // Dirt Track BF Injection:sub_CG_HideBrains_DirtTrack_End:sub_CG_HideBrains_KickStart00D6: if 0038:   $90 == 0  // $Mission_Kickstart_Passed004D: jump_if_false @sub_CG_HideBrains_KickStart_End0AD0: show_formatted_text_lowpriority "Kickstart is not completed.~n~Hiding Dune." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5275 cars_to_generate_to 0              // Kickstart Dune:sub_CG_HideBrains_KickStart_End// School Rewards:sub_CG_HideBrains_DrivePassed00D6: if 0038:   $86 == 0  // $Mission_Back_to_School_Passed004D: jump_if_false @sub_CG_HideBrains_DrivePassed_End0AD0: show_formatted_text_lowpriority "Hiding Marital Arts Banshee~n~and Juniper Hollow Bullet.~n~Driving School Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5185 cars_to_generate_to 0  // Driving School Bronze Juniper Bullet014C: set_parked_car_generator $5186 cars_to_generate_to 0  // Driving School Bronze Gym Banshee:sub_CG_HideBrains_DrivePassed_End:sub_CG_HideBrains_DriveBronze00D6: if 0038:   $7417 == 0 // Driving School Bronze PC004D: jump_if_false @sub_CG_HideBrains_DriveBronze_End0AD0: show_formatted_text_lowpriority "Hiding Driving School SuperGT.~n~Driving School Bronze Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5178 cars_to_generate_to 0  // Driving School Bronze SuperGT:sub_CG_HideBrains_DriveBronze_End:sub_CG_HideBrains_DriveSilver00D6: if 0038:   $7418 == 0 // Driving School Silver PC004D: jump_if_false @sub_CG_HideBrains_DriveSilver_End0AD0: show_formatted_text_lowpriority "Hiding Driving School Bullet.~n~Driving School Silver Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5183 cars_to_generate_to 0  // Driving School Silver Bullet:sub_CG_HideBrains_DriveSilver_End:sub_CG_HideBrains_DriveGold00D6: if 0038:   $7419 == 0 // Driving School Gold PC004D: jump_if_false @sub_CG_HideBrains_DriveGold_End0AD0: show_formatted_text_lowpriority "Hiding Driving School Hotknife.~n~Driving School Gold Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5184 cars_to_generate_to 0  // Driving School Gold Hotknife:sub_CG_HideBrains_DriveGold_End:sub_CG_HideBrains_BoatBronze00D6: if 0038:   $1985 == 0  // $parked_Marquis_Exists004D: jump_if_false @sub_CG_HideBrains_BoatBronze_End0AD0: show_formatted_text_lowpriority "Hiding Boat School Marquis.~n~Boat School Bronze Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $1988 cars_to_generate_to 0  // Boat School Bronze:sub_CG_HideBrains_BoatBronze_End:sub_CG_HideBrains_BoatSilver00D6: if 0038:   $1986 == 0  // $parked_Squalo_Exists 004D: jump_if_false @sub_CG_HideBrains_BoatSilver_End0AD0: show_formatted_text_lowpriority "Hiding Boat School Squalo.~n~Boat School Silver Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $1989 cars_to_generate_to 0  // Boat School Silver:sub_CG_HideBrains_BoatSilver_End:sub_CG_HideBrains_BoatGold00D6: if 0038:   $1987 == 0  // $parked_Jetmax_Exists 004D: jump_if_false @sub_CG_HideBrains_BoatGold_End0AD0: show_formatted_text_lowpriority "Hiding Boat School Jetmax.~n~Boat School Gold Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $1990 cars_to_generate_to 0  // Boat School Gold:sub_CG_HideBrains_BoatGold_End:sub_CG_HideBrains_BikeBronze00D6: if 0038:   $2189 == 0  // $parked_Freeway_Exists004D: jump_if_false @sub_CG_HideBrains_BikeBronze_End0AD0: show_formatted_text_lowpriority "Hiding Bike School Freeway.~n~Bike School Bronze Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2192 cars_to_generate_to 0  // Bike School Bronze:sub_CG_HideBrains_BikeBronze_End:sub_CG_HideBrains_BikeSilver00D6: if 0038:   $2190 == 0  // $parked_FCR900_Exists004D: jump_if_false @sub_CG_HideBrains_BikeSilver_End0AD0: show_formatted_text_lowpriority "Hiding Bike School FCR-900.~n~Bike School Silver Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2193 cars_to_generate_to 0  // Bike School Silver:sub_CG_HideBrains_BikeSilver_End:sub_CG_HideBrains_BikeGold00D6: if 0038:   $2191 == 0  // $parked_NRG500_Exists004D: jump_if_false @sub_CG_HideBrains_BikeGold_End0AD0: show_formatted_text_lowpriority "Hiding Bike School NRG-500.~n~Bike School Gold Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2194 cars_to_generate_to 0  // Bike School Gold:sub_CG_HideBrains_BikeGold_End:sub_CG_HideBrains_PilotsLicense00D6: if0038:   $1955 == 0  // $Pilot_License_Obtained004D: jump_if_false @sub_CG_HideBrains_NoPilotsLicense0AD0: show_formatted_text_lowpriority "Hiding Extra Planes.~n~CJ hasn't trained for the pilot's license." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5189 cars_to_generate_to 0  // Pilot's License    // LS Downtown Maverick014C: set_parked_car_generator $5190 cars_to_generate_to 0  // Pilot's License    // SF Downtown Sparrow014C: set_parked_car_generator $5191 cars_to_generate_to 0  // Pilot's License    // SFPD Helipad Maverick014C: set_parked_car_generator $5192 cars_to_generate_to 0  // Pilot's License    // SF Hospital Maverick014C: set_parked_car_generator $5193 cars_to_generate_to 0  // Pilot's License    // SF Hospital Raindance014C: set_parked_car_generator $5194 cars_to_generate_to 0  // Pilot's License    // Bayside Sea Sparrow014C: set_parked_car_generator $5195 cars_to_generate_to 0  // Pilot's License    // Fuel Depot Cargobob014C: set_parked_car_generator $5196 cars_to_generate_to 0  // Pilot's License    // Emerald Isle Maverick//014C: set_parked_car_generator $5197 cars_to_generate_to 0  // Vertical Bird      // Airstrip Hydra //014C: set_parked_car_generator $5198 cars_to_generate_to 0  // Vertical Bird      // Easter Basin Hydra 014C: set_parked_car_generator $5199 cars_to_generate_to 0  // Pilot's License    // Desert N Skimmer014C: set_parked_car_generator $5200 cars_to_generate_to 0  // Pilot's License    // Santa Maria Raindance014C: set_parked_car_generator $5201 cars_to_generate_to 0  // Pilot's License    // LSPD Police Maverick014C: set_parked_car_generator $5202 cars_to_generate_to 0  // Pilot's License    // Desert S Skimmer014C: set_parked_car_generator $5203 cars_to_generate_to 0  // Pilot's License    // SF Dodo W014C: set_parked_car_generator $5204 cars_to_generate_to 0  // Pilot's License    // SF Dodo E014C: set_parked_car_generator $5205 cars_to_generate_to 0  // Pilot's License    // SF Nevada E014C: set_parked_car_generator $5206 cars_to_generate_to 0  // Pilot's License    // SF Shamal W014C: set_parked_car_generator $5207 cars_to_generate_to 0  // Pilot's License    // SF Shamal E014C: set_parked_car_generator $5208 cars_to_generate_to 0  // Pilot's License    // SF Nevada W014C: set_parked_car_generator $5209 cars_to_generate_to 0  // Pilot's License    // SF Shamal N014C: set_parked_car_generator $5210 cars_to_generate_to 101  // Pilot's License    // SF Maverick (always unlocked)014C: set_parked_car_generator $5211 cars_to_generate_to 0  // Pilot's License    // SF Leviathan014C: set_parked_car_generator $5212 cars_to_generate_to 0  // Pilot's License    // SF Raindance014C: set_parked_car_generator $5213 cars_to_generate_to 0  // Pilot's License    // SF Rustler//014C: set_parked_car_generator $5214 cars_to_generate_to 0  // Flight Gold     // Easter Basin Hunter014C: set_parked_car_generator $5215 cars_to_generate_to 101                      // LV AT-400 (always unlocked)014C: set_parked_car_generator $5216 cars_to_generate_to 0  // Pilot's License    // SF Beagle0002: jump @sub_CG_HideBrains_PilotsLicense_End:sub_CG_HideBrains_NoPilotsLicense0AD0: show_formatted_text_lowpriority "Hiding Locked Planes.~n~CJ has earned a pilot's license." time [email protected] 0001: wait [email protected] ms //Hide Locked Planes014C: set_parked_car_generator $5217 cars_to_generate_to 0  // SF Dodo W Locked014C: set_parked_car_generator $5218 cars_to_generate_to 0  // SF Dodo E Locked014C: set_parked_car_generator $5219 cars_to_generate_to 0  // SF Nevada E Locked014C: set_parked_car_generator $5220 cars_to_generate_to 0  // SF Shamal W Locked014C: set_parked_car_generator $5221 cars_to_generate_to 0  // SF Shamal E Locked014C: set_parked_car_generator $5222 cars_to_generate_to 0  // SF Nevada W Locked014C: set_parked_car_generator $5223 cars_to_generate_to 0  // SF Shamal N Locked014C: set_parked_car_generator $5224 cars_to_generate_to 0  // SF Maverick not Locked014C: set_parked_car_generator $5225 cars_to_generate_to 0  // SF Leviathan Locked014C: set_parked_car_generator $5226 cars_to_generate_to 0  // SF Raindance Locked014C: set_parked_car_generator $5227 cars_to_generate_to 0  // SF Rustler Locked014C: set_parked_car_generator $5228 cars_to_generate_to 0  // SF Beagle Locked:sub_CG_HideBrains_PilotsLicense_End:sub_CG_HideBrains_FlightBronze00D6: if 0038:   $1959 == 0  // $parked_Rustler_Exists004D: jump_if_false @sub_CG_HideBrains_FlightBronze_End0AD0: show_formatted_text_lowpriority "Hiding Airstrip Rustler.~n~Flight School Bronze Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $1956 cars_to_generate_to 0  // Flight School Bronze       // *Airstrip Rustler:sub_CG_HideBrains_FlightBronze_End:sub_CG_HideBrains_FlightSilver00D6: if 0038:   $1960 == 0  // $parked_Stunt_Exists004D: jump_if_false @sub_CG_HideBrains_FlightSilver_End0AD0: show_formatted_text_lowpriority "Hiding Airstrip Stunt Plane.~n~Flight School Silver Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $1957 cars_to_generate_to 0  // Flight School Silver       // *Airstrip Stunt:sub_CG_HideBrains_FlightSilver_End:sub_CG_HideBrains_FlightGold00D6: if 0038:   $1961 == 0  // $parked_Hunter_Exists004D: jump_if_false @sub_CG_HideBrains_FlightGold_End0AD0: show_formatted_text_lowpriority "Hiding Airstrip and Easter Basin Hunters.~n~Flight School Gold Required." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $1958 cars_to_generate_to 0  // Flight School Gold         // *Airstrip Hunter014C: set_parked_car_generator $5214 cars_to_generate_to 0  // Flight School Gold         // *Easter Basin Hunter:sub_CG_HideBrains_FlightGold_End// Mission Rewards:sub_CG_HideBrains_Cesar00D6: if 0038:   $195 == 0  // $Mission_Cesar_Vialpando_Passed004D: jump_if_false @sub_CG_HideBrains_Cesar_End0AD0: show_formatted_text_lowpriority "Cesar Vialpando mission is not completed.~n~Hiding Willowfield Savanna." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2789 cars_to_generate_to 0  // Cesar Vialpando Willowfield Savanna :sub_CG_HideBrains_Cesar_End:sub_CG_HideBrains_Body00D6: if 0038:   $491 == 0  // $Truth_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_Body_End0AD0: show_formatted_text_lowpriority "Body Harvest mission is not completed.~n~Hiding Combines." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2865 cars_to_generate_to 0  // Body Harvest // Flint Range W Combine  014C: set_parked_car_generator $2866 cars_to_generate_to 0  // Body Harvest // Flint Range E Combine 014C: set_parked_car_generator $2867 cars_to_generate_to 0  // Body Harvest // Flint Range NE Combine 014C: set_parked_car_generator $2868 cars_to_generate_to 0  // Body Harvest // Flint Farm SE Combine014C: set_parked_car_generator $2869 cars_to_generate_to 0  // Body Harvest // Flint Farm W Combine014C: set_parked_car_generator $2870 cars_to_generate_to 0  // Body Harvest // Blueberry Acres N Combine014C: set_parked_car_generator $2871 cars_to_generate_to 0  // Body Harvest // Blueberry Acres E Combine014C: set_parked_car_generator $2872 cars_to_generate_to 0  // Body Harvest // Blueberry Acres S Combine:sub_CG_HideBrains_Body_End:sub_CG_HideBrains_VerdantMeadows00D6: if 002B:   3 >= $593  // $Toreno_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_VerdantMeadows_End0AD0: show_formatted_text_lowpriority "Verdant Meadows mission is incomplete.~n~Hiding Area 69 Rhinos." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5179 cars_to_generate_to 0   // Verdant Meadows Area 69 S Rhino014C: set_parked_car_generator $5180 cars_to_generate_to 0   // Verdant Meadows Area 69 N Rhino :sub_CG_HideBrains_VerdantMeadows_End:sub_CG_HideBrains_UpUpAway00D6: if002B:   4 >= $600   // 004D: jump_if_false @sub_CG_HideBrains_UpUpAway_End0AD0: show_formatted_text_lowpriority "Up, Up, and Away mission is incomplete.~n~Hiding Airstrip Leviathan." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2335 cars_to_generate_to 0  // Up, Up, and Away Leviathan:sub_CG_HideBrains_UpUpAway_End:sub_CG_HideBrains_HomeInTheHills00D6: if0038:   $600 == 0   // Heist_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_HomeInTheHills_End0AD0: show_formatted_text_lowpriority "Home in the Hills mission is incomplete.~n~Hiding Madd Dogg's Sparrow." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5269 cars_to_generate_to 0  // Home in the Hills Sparrow:sub_CG_HideBrains_HomeInTheHills_End:sub_CG_HideBrains_VerticalBird00D6: if002B:   1 >= $626 004D: jump_if_false @sub_CG_HideBrains_VerticalBird_End0AD0: show_formatted_text_lowpriority "Vertical Bird mission is incomplete.~n~Hiding all Hydras." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5181 cars_to_generate_to 0  // Vertical Bird  // Area 69 S Hydra014C: set_parked_car_generator $5182 cars_to_generate_to 0  // Vertical Bird  // Area 69 N Hydra014C: set_parked_car_generator $5197 cars_to_generate_to 0  // Vertical Bird  // Airstrip Hydra014C: set_parked_car_generator $5198 cars_to_generate_to 0  // Vertical Bird  // Easter Basin Hydra:sub_CG_HideBrains_VerticalBird_End:sub_CG_HideBrains_CutThroatBusiness00D6: if002B:   3 >= $626  // $Mansion_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_CutThroatBusiness_End0AD0: show_formatted_text_lowpriority "Cut Throat Business mission is incomplete.~n~Hiding Kart's and Vortexes." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $5248 cars_to_generate_to 0  // Doherty Kart014C: set_parked_car_generator $5249 cars_to_generate_to 0  // Ocean Flats SE Kart014C: set_parked_car_generator $5250 cars_to_generate_to 0  // Ocean Flats SW Kart014C: set_parked_car_generator $5251 cars_to_generate_to 0  // Chinatown Kart014C: set_parked_car_generator $5252 cars_to_generate_to 0  // Desert Kart014C: set_parked_car_generator $5253 cars_to_generate_to 0  // Easter Basin Kart014C: set_parked_car_generator $5254 cars_to_generate_to 0  // Calton Heights Kart014C: set_parked_car_generator $5255 cars_to_generate_to 0  // El Quebrados Kart014C: set_parked_car_generator $5256 cars_to_generate_to 0  // Redsands West Kart014C: set_parked_car_generator $5257 cars_to_generate_to 0  // Prickle Pine Kart014C: set_parked_car_generator $5258 cars_to_generate_to 0  // Angel Pine Kart014C: set_parked_car_generator $5259 cars_to_generate_to 0  // Chinese Mall Kart014C: set_parked_car_generator $5260 cars_to_generate_to 0  // LV Stadium Kart014C: set_parked_car_generator $5261 cars_to_generate_to 0  // Grove Kart014C: set_parked_car_generator $5262 cars_to_generate_to 0  // Madd Dogg's Kart014C: set_parked_car_generator $5263 cars_to_generate_to 0  // Bayside Vortex014C: set_parked_car_generator $5264 cars_to_generate_to 0  // Marina Vortex014C: set_parked_car_generator $5265 cars_to_generate_to 0  // Easter Basin Vortex014C: set_parked_car_generator $5266 cars_to_generate_to 0  // Pirates Vortex014C: set_parked_car_generator $5267 cars_to_generate_to 0  // Panopticon Vortex 014C: set_parked_car_generator $5268 cars_to_generate_to 0  // Desert N Jump Vortex:sub_CG_HideBrains_CutThroatBusiness_End//Side Missions:sub_CG_HideBrains_ZeroingIn00D6: if 0038:   $544 == 0  // $Steal_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_ZeroingIn_End0AD0: show_formatted_text_lowpriority "Zeroing In mission is not completed.~n~Hiding Wang Uranus." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2790 cars_to_generate_to 0  // Zeroing In         // Wang Uranus:sub_CG_HideBrains_ZeroingIn_End:sub_CG_HideBrains_TestDrive00D6: if 002B:   1 >= $544   // $Steal_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_TestDrive_End0AD0: show_formatted_text_lowpriority "Test Drive mission is not completed.~n~Hiding Wang Elegy and Sultan." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2791 cars_to_generate_to 0  // Test Drive         // Wang Elegy014C: set_parked_car_generator $2792 cars_to_generate_to 0  // Test Drive         // Wang Sultan:sub_CG_HideBrains_TestDrive_End:sub_CG_HideBrains_FastTrack00D6: if 002B:   2 >= $544   // $Steal_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_FastTrack_End0AD0: show_formatted_text_lowpriority "Customs Fast Track mission is incomplete.~n~Hiding Wang Savanna." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2793 cars_to_generate_to 0  // Customs Fast Track // Wang Savanna:sub_CG_HideBrains_FastTrack_End:sub_CG_HideBrains_PunctureWounds00D6: if 002B:   3 >= $544  // $Steal_Total_Passed_Missions004D: jump_if_false @sub_CG_HideBrains_PunctureWounds_End0AD0: show_formatted_text_lowpriority "Puncture Wounds mission is incomplete.~n~Hiding Wang Stratum." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2794 cars_to_generate_to 0  // Puncture Wounds    // Wang Stratum:sub_CG_HideBrains_PunctureWounds_End:sub_CG_HideBrains_ImportExport0AD0: show_formatted_text_lowpriority "Skipping Export Vehicles.~n~They will be displayed until exported." time [email protected] 0001: wait [email protected] ms 0002: jump @sub_CG_HideBrains_ImportExport_End014C: set_parked_car_generator $2830 cars_to_generate_to 0  // Easter Basin Buffalo014C: set_parked_car_generator $2831 cars_to_generate_to 0  // Movie Studio Sentinel014C: set_parked_car_generator $2832 cars_to_generate_to 0  // Paradiso Infernus014C: set_parked_car_generator $2833 cars_to_generate_to 0  // Juniper Camper014C: set_parked_car_generator $2834 cars_to_generate_to 0  // Verona Beach Admiral014C: set_parked_car_generator $2835 cars_to_generate_to 0  // Chemical Factory Patriot014C: set_parked_car_generator $2836 cars_to_generate_to 0  // Angel Pine Sanchez014C: set_parked_car_generator $2837 cars_to_generate_to 0  // Wang Stretch014C: set_parked_car_generator $2838 cars_to_generate_to 0  // Flint County Feltzer014C: set_parked_car_generator $2839 cars_to_generate_to 0  // El Corona Remington014C: set_parked_car_generator $2840 cars_to_generate_to 0  // Prickle Pine Cheetah014C: set_parked_car_generator $2841 cars_to_generate_to 0  // Blueberry Rancher014C: set_parked_car_generator $2842 cars_to_generate_to 0  // Juniper Stallion014C: set_parked_car_generator $2843 cars_to_generate_to 0  // Tierra Robada Tanker014C: set_parked_car_generator $2844 cars_to_generate_to 0  // SF Country Club Comet014C: set_parked_car_generator $2845 cars_to_generate_to 0  // El Corona Slamvan014C: set_parked_car_generator $2846 cars_to_generate_to 0  // SF Airport Blista014C: set_parked_car_generator $2847 cars_to_generate_to 0  // Queens Stafford 014C: set_parked_car_generator $2848 cars_to_generate_to 0  // Garcia Sabre014C: set_parked_car_generator $2849 cars_to_generate_to 0  // Roca Escalante FCR-900014C: set_parked_car_generator $2850 cars_to_generate_to 0  // Come-a-Lot Banshee014C: set_parked_car_generator $2851 cars_to_generate_to 0  // Royal Casino Super GT014C: set_parked_car_generator $2852 cars_to_generate_to 0  // El Quebrados Journey014C: set_parked_car_generator $2853 cars_to_generate_to 0  // Driving School Huntley014C: set_parked_car_generator $2854 cars_to_generate_to 0  // Verona Beach BF Injection014C: set_parked_car_generator $2855 cars_to_generate_to 0  // El Corona Blade014C: set_parked_car_generator $2856 cars_to_generate_to 0  // Temple Freeway014C: set_parked_car_generator $2857 cars_to_generate_to 0  // Angel Pine Mesa014C: set_parked_car_generator $2858 cars_to_generate_to 0  // Clown's Pocket ZR-350014C: set_parked_car_generator $2859 cars_to_generate_to 0  // Camel's Toe Euros:sub_CG_HideBrains_ImportExport_End:sub_CG_HideBrains_Quarry00D6: if0038:   $1493 == 0 // $Mission_Quarry_Passed004D: jump_if_false @sub_CG_HideBrains_Quarry_End0AD0: show_formatted_text_lowpriority "Quarry mission is not completed.~n~Hiding Dumper and Dozer." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2759 cars_to_generate_to 0   // Quarry  // Quarry Dumper014C: set_parked_car_generator $2760 cars_to_generate_to 101 // Quarry  // Quarry Dozer:sub_CG_HideBrains_Quarry_End:sub_CG_HideBrains_100Percent00D6: if0038:   $802 == 0  // $_100_Percent_Complete004D: jump_if_false @sub_CG_HideBrains_100Percent_End0AD0: show_formatted_text_lowpriority "Game is not 100 percent complete.~n~Hiding Grove Rhino and Hydra." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2777 cars_to_generate_to 0  // 100% Grove Rhino 014C: set_parked_car_generator $673 cars_to_generate_to 0  // 100% Grove Hydra:sub_CG_HideBrains_100Percent_End// Other Vehicles:sub_CG_HideBrains_GirlfriendCars0AD0: show_formatted_text_lowpriority "Hiding girlfriend cars.~n~Girlfriend Agent will display vehicles." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2818 cars_to_generate_to 0  // Denise Hustler Locked014C: set_parked_car_generator $2819 cars_to_generate_to 0  // Michelle Monster B Locked014C: set_parked_car_generator $2820 cars_to_generate_to 0  // Barbara Cop Ranger Locked014C: set_parked_car_generator $2821 cars_to_generate_to 0  // Helena Bandito Locked014C: set_parked_car_generator $2822 cars_to_generate_to 0  // Katie Romero Locked014C: set_parked_car_generator $2823 cars_to_generate_to 0  // Millie Club Locked014C: set_parked_car_generator $2824 cars_to_generate_to 0  // Denise Hustler Unlocked014C: set_parked_car_generator $2825 cars_to_generate_to 0  // Michelle Monster B Unlocked014C: set_parked_car_generator $2826 cars_to_generate_to 0  // Barbara Cop Ranger Unlocked014C: set_parked_car_generator $2827 cars_to_generate_to 0  // Helena Bandito Unlocked014C: set_parked_car_generator $2828 cars_to_generate_to 0  // Katie Romero Unlocked014C: set_parked_car_generator $2829 cars_to_generate_to 0  // Millie Club Unlocked:sub_CG_HideBrains_GirlfriendCars_End:sub_CG_HideBrains_JeffersonHidden0AD0: show_formatted_text_lowpriority "Hiding always hidden vehicles at the Jefferson Hotel." time [email protected] 0001: wait [email protected] ms 014C: set_parked_car_generator $2770 cars_to_generate_to 0  // Jefferson Hotel Greenwood 1014C: set_parked_car_generator $2771 cars_to_generate_to 0  // Jefferson Hotel Greenwood 2014C: set_parked_car_generator $2772 cars_to_generate_to 0  // Jefferson Hotel BMX0051: return

 

 

 

HideExportCars - This part had me stumped when I was working on the HideCarBrains routines but I think I've figured it out now. As an independent script it's a handy way to display the vehicles still remaining on your export list.

 

 

//------------- Subroutine HideExportCars -----------------------:OSR_HideExportCars0AD0: show_formatted_text_lowpriority "Hiding all export vehicles. Please wait..." time [email protected]: wait [email protected] msfor [email protected] = 0 to 29 step 1  0001: wait 0 ms   014C: set_parked_car_generator $2830([email protected],30i) cars_to_generate_to 0 // hide all exports $parked_IMPEXPM_carsend  if or  $1909 == 0 // Exports are not Active  $1184 == 1 // $All_Cars_Collected_Flagthen  0AD0: show_formatted_text_lowpriority "Exports are inactive or complete.~n~All export vehicles remain hidden." time [email protected]  0001: wait [email protected] ms  jump @Export_End  end0AD0: show_formatted_text_lowpriority "Teasing out an active export list. Please wait..." time [email protected]: wait [email protected] msif  $1049 == 0  // $Current_Wanted_Listthen  for [email protected] = 0 to 9 step 1    if      $1060([email protected],10i) == 0 // $Export_Cars_Status    then      014C: set_parked_car_generator $2830([email protected],10i) cars_to_generate_to 101 // export set 1      0ADB: [email protected] = car_model $1050([email protected],10i) name        // $Car_Models_To_Export      0ADF: add_dynamic_GXT_entry "CARMODL" text [email protected]      00BA: show_text_styled GXT [email protected] time [email protected] style 7      0AD0: show_formatted_text_lowpriority "List %X Car %X Model %X" time [email protected] $1049 [email protected] $1050([email protected],10i)       wait [email protected]    end  end  end if  $1049 == 1  // $Current_Wanted_Listthen  for [email protected] = 0 to 9 step 1    if      $1060([email protected],10i) == 0 // $Export_Cars_Status    then      014C: set_parked_car_generator $2840([email protected],10i) cars_to_generate_to 101 // export set 2      0ADB: [email protected] = car_model $1050([email protected],10i) name        // $Car_Models_To_Export      0ADF: add_dynamic_GXT_entry "CARMODL" text [email protected]      00BA: show_text_styled GXT [email protected] time [email protected] style 7      0AD0: show_formatted_text_lowpriority "List %X Car %X Model %X" time [email protected] $1049 [email protected] $1050([email protected],10i)      wait [email protected]    end  endendif  $1049 == 2  // $Current_Wanted_Listthen  for [email protected] = 0 to 9 step 1    if      $1060([email protected],10i) == 0 // $Export_Cars_Status    then      014C: set_parked_car_generator $2850([email protected],10i) cars_to_generate_to 101 // export set 3      0ADB: [email protected] = car_model $1050([email protected],10i) name        // $Car_Models_To_Export      0ADF: add_dynamic_GXT_entry "CARMODL" text [email protected]      00BA: show_text_styled GXT [email protected] time [email protected] style 7      0AD0: show_formatted_text_lowpriority "List %X Car %X Model %X" time [email protected] $1049 [email protected] $1050([email protected],10i)      wait [email protected]    end  endend:Export_End 0051: return

 

 

Edited by OrionSR

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Gajah.Bertelur_

hi :devil:

 

@haf

_ZN15CTouchInterface14m_vecCachedPosE

4bytes float

store 2 touch point pos

every touch point 8bytes(X Y)

xy pos is based on your device resolution

you can get it by calling

_Z17OS_ScreenGetWidthv_Z18OS_ScreenGetHeightv

or read from

RsGlobal[2, 3]

edit adjustable

 

0DD0: LABEL GetAddr @_ZN15CTouchInterface10m_pWidgetsE
0DD1: FUNC GetAddr GetAddr
[email protected] = widgetid
[email protected] *= 4
getaddr += [email protected]
0DD8: readmem getaddr getaddr 4 0
getaddr += 12
0DD9: writemem getaddr [email protected] 4 0 1
getaddr += 4
0DD9: writemem getaddr [email protected] 4 0 1
getaddr += 4
0DD9: writemem getaddr [email protected] 4 0 1
getaddr += 4
0DD9: writemem getaddr [email protected] 4 0 1

Edited by Gajah.Bertelur_

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China·XMDS

How to find the android memory address?

Edited by China·XMDS

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China·XMDS

Current results are based on the dump 2 folder file 5EF0D000-5F3BB000.bin provided by Markuza97. The file was padded with enough bytes (5D1000) to align the first money dword with the 0x96B2CC offset identified in the CleoA topic. 350 as two dwords (money, money on screen) in sequence is a pretty unique search string.

 

 

Android mem_write address offsets for SA Mobile v1.05

Static offset from base, ad_lib 1

0x96B2CC // player money

0x5FD8D0 // map marker index

0x6BFC74 // start of garagecar records

0x6C10C8 // start of garagezone records

0x6CD8DC // start of pickup records

0x79822A // restarts busted word (structure seems off)

0x7FE36C // start of shopping data

0x96D370 // open map sectors

0x96D374 // map fog array

0x97362C // start of marker structure

0x9E2A6C // start of numplate records

0x9E2B5C // numplates used

0x9E2B68 // start of cargen records

enex data in dynamic game memory

0x6BF80C // points to enex pointer (add_ib 1)

enex pointer holds add_ib 0 address of start of enex records

enex pointer is at an add_ib 0 address

enex destinations use add_ib 0 addresses

unique stunt jump data in dynamic game memory (reference)

0x801404 // points to usj pointer (see enex pointer info)

0x8013F0 // address of nUniqueJumps (0x801404 - 0x14)

0x8013F4 // address of nUJs_done (0x801404 - 0x10)

Notes:

Shopping Clothes offset = 0xAC

Shopping Clothes length = 0xF7

I'm still missing a starting point for the garagecar records although I pretty sure I found the general area, completely blank.. A memory dump that included at least tne car in the Jefferson garage should provide the required information. A memory dump that has triggered at last one gang war and an associated save might provide useful information down the road - not a top priority. Right now I'm mostly stuck on the garaged cars.

 

Also, these dumps seem remarkably similar - the dynamic stuff appears static. Was the game restarted at all between dumps? Maybe I need to dig deeper. I ran out of gas tracking down my first guess at the pointers for the enex data. Sorry, I don't have enough time to draft any tests and I expect to be pretty busy with work for the next few days.

 

Enex Structure in Memory - search for 58 14 F2 44 F6 58 F6 C4 in 2\63AAB000-63C6A000.bin, or follow the path through the pointers. The dynamic pointers have been found in 636E1000-637C8000.bin.

 

The enex stuff is tricky though. Most of the time I can use search strings from the save file to identify structures in memory. But the enex stuff is populated almost entirely from text data files. Fortunately the text strings used to link the enexes are still in plain text. The general procedure for manipulating a record is to read the index from the global identified with item, multiply that by the record length, and add the appropriate offset to record 0 field 0. Field offsets are added as appropriate. Note that the globals associated with pickups have extra information in the upper bytes.

 

Markuza97, thanks a lot. Even if my addresses are off I can still verify record and field offsets. I'm feeling pretty good about this though. If it's not quite right the first time we should be able to zero in on things fairly quickly.

Can you arrange a android memory address tabulation ?

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Jhan Carlos

The Sourse Script of backfire mod

It's possible Port it to mobile?

 

 

{$CLEO}0000: NOPwhile true  wait 0   if and  00DF:  actor $PLAYER_ACTOR driving  84A7:  not actor $PLAYER_ACTOR driving_boat  84A9:  not actor $PLAYER_ACTOR driving_heli  84C8:  not actor $PLAYER_ACTOR driving_flying_vehicle  89AE:  not actor $PLAYER_ACTOR driving_train  80DD:  not actor $PLAYER_ACTOR driving_car_with_model #BMX   80DD:  not actor $PLAYER_ACTOR driving_car_with_model #BIKE   80DD:  not actor $PLAYER_ACTOR driving_car_with_model #MTBIKE   then    if     00DD:  actor $PLAYER_ACTOR driving_car_with_model #INFERNUS // insert any model here    then      03C0: [email protected] = actor $PLAYER_ACTOR car      if       0AB1: call_scm_func @isVehicleNitroEnabled 1 vehicle [email protected]       then        continue      end      0AB8: get_vehicle [email protected] current_gear_to [email protected]       if and        [email protected] <> -1       803B:  [email protected] <> [email protected]       then        0AB1: call_scm_func @getVehiclePartPosXYZ 2 vehicle [email protected] dummy 6 store_to [email protected] [email protected] [email protected]         066C: [email protected] = attach_particle "gunflash" to_car [email protected] with_offset [email protected] [email protected] [email protected] rotation 0.0 -90.0 0.0 flag 1         064F: remove_references_to_particle [email protected]         if         0AB1: call_scm_func @hasVehicleDoubleExhaust 1 vehicle [email protected]         then          [email protected] *= -1.0           066C: [email protected] = attach_particle "gunflash" to_car [email protected] with_offset [email protected] [email protected] [email protected] rotation 0.0 -90.0 0.0 flag 1           064F: remove_references_to_particle [email protected]         end        018C: play_sound 1131 at 0.0 0.0 0.0 // SOUND_AMMUNATION_GUN_COLLISION      end      0AB8: get_vehicle [email protected] current_gear_to [email protected]     end  else    [email protected] = -1   endend:isVehicleNitroEnabled{  Parameters:    Passed:      [email protected] - vehicle handle    Result:      true/false  Example:    0AB1: call_scm_func @isVehicleNitroEnabled 1 vehicle 0x0 }0A97: [email protected] = car [email protected] [email protected] += 0x37C 0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 // bNitroActivatedif   [email protected] <> 0 then  0485: return_trueelse  059A: return_falseend0AB2: ret 0 :getModelOffset{  Parameters:    Passed:      [email protected] - model ID    Result:      [email protected] - model offset  Example:    0AB1: call_scm_func @getModelOffset 1 model #LANDSTAL store_to [email protected] }[email protected] *= 0x4 [email protected] += 0xA9B0C8 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 // CModels (any type)0AB2: ret 1 [email protected] :getVehiclePartPosXYZ{  Parameters:    Passed:      [email protected] - vehicle handle      [email protected] - dummy ID    Result:      [email protected] - X position      [email protected] - Y position      [email protected] - Z position  Example:    0AB1: call_scm_func @getVehiclePartPosXYZ 2 vehicle 0x0 dummy 0 store_to [email protected] [email protected] [email protected] }0441: [email protected] = car [email protected] model0AB1: call_scm_func @getModelOffset 1 model [email protected] store_to [email protected] [email protected] += 0x5C 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] *= 0xC 005A: [email protected] += [email protected] 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] += 0x4 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] += 0x4 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 0AB2: ret 3 [email protected] [email protected] [email protected] :getVehicleHandlingID{  Parameters:    Passed:      [email protected] - vehicle handle    Result:      [email protected] - vehicle handling ID  Example:    0AB1: call_scm_func @getVehicleHandlingID 1 vehicle 0x0 store_to [email protected] }0441: [email protected] = car [email protected] model0AB1: call_scm_func @getModelOffset 1 model [email protected] store_to [email protected] [email protected] += 0x4A 0A8D: [email protected] = read_memory [email protected] size 2 virtual_protect 0 // wHandlingID0AB2: ret 1 [email protected] :getVehicleHandlingOffset{  Parameters:    Passed:      [email protected] - vehicle handle    Result:      [email protected] - vehicle handling offset  Example:    0AB1: call_scm_func @getVehicleHandlingOffset 1 vehicle 0x0 store_to [email protected] }0AB1: call_scm_func @getVehicleHandlingID 1 vehicle [email protected] store_to [email protected] [email protected] *= 0xE0 [email protected] += 0xC2B9DC 0AB2: ret 1 [email protected] :getVehicleModelFlag{  Parameters:    Passed:      [email protected] - vehicle handle    Result:      [email protected] - vehicle model flag  Example:    0AB1: call_scm_func @getVehicleModelFlag 1 vehicle 0x0 store_to [email protected] }0AB1: call_scm_func @getVehicleHandlingOffset 1 vehicle [email protected] store_to [email protected] [email protected] += 0xCC 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 // dwModelFlag0AB2: ret 1 [email protected] :hasVehicleDoubleExhaust{  Parameters:    Passed:      [email protected] - vehicle handle    Result:      true/false  Example:    0AB1: call_scm_func @hasVehicleDoubleExhaust 1 vehicle 0x0 }0AB1: call_scm_func @getVehicleModelFlag 1 vehicle [email protected] store_to [email protected] if 08B4:  test [email protected] bit 13 // DOUBLE_EXHAUSTthen  0485: return_trueelse  059A: return_falseend0AB2: ret 0 
http://rs1175.pbsrc.com/albums/r628/tonys_44/corvette.jpg?w=480&h=480&fit=clip Edited by Jhan Carlos

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gtaga3ie1

Ric-013 How did you delete members of Varrio Los Aztecs and bring members of Santa Marina Families or Temple Drive Families?
Would you do the same with Grove Street Families members? I would like to do what you did with the Aztecs, with the GSF. Could you pass me the offset codes from gang 1 to GSF?

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