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Decompiled Scripts b757


unknown modder
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unknown modder

Listener hasnt released his scripts so i thought I'd jump the gun and release these so people can start looking at what has changed. The blocked vehicles check was removed from looking inside these files, as well as information on spawning/teleporting to the new offices just to name a few examples of how this can be useful

Downloads

 

Gta 5 mods:

https://www.gta5-mods.com/tools/decompiled-scripts-b757

 

MediaFire:

http://www.mediafire.com/download/1e836lvjoc57pus/scripts_b757.rar

Edited by unknown modder
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Thanks. :) Did you use your own decompiler to decomile them?

Edited by Jitnaught
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unknown modder

Thanks. :) Did you use your own decompiler to decomile them?

Yep

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mockba.the.borg

This is awesome... any way to get this updated as more and more natives get renamed in the nativedb?

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unknown modder

This is awesome... any way to get this updated as more and more natives get renamed in the nativedb?

If NativeDB suddently has loads of new changes then I'll think about re uploading. if you wanted to do it manually, you could do a find and replace over the whole directory

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mockba.the.borg

Coincidence ... I just wrote an "automaton" for that.

So I can always get updated versions once NativeDB gets updated.

 

Thanks man.

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unknown modder

There were no changes to the script.rpf in the latest mini update(757.3/4)

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uNiverselEgacy

Thank you! This is fantastic.

One stupid question: what do those commented numbers mean?

for example: Global_101154.item_18807.item_69[15 /*78*/].item_66

what does /*78*/ mean?

 

Another stupid question: does aa.item_bb mean ((char *)aa)[bb] or ((char *)&aa)[bb] or something else?

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unknown modder

The 78 means each array index is a structure containing 78 items. The array items count just means how many UInt64 values it can store, if it was a vector3 array, the number would be 3. Also the way arrays work in scripts is different to a unmanaged array. The item at the array pointer contains the how many indexes the array has. The data starts at the next item(8 bytes away) Aa.item_bb means aa is a structure. Bb is the item in the structure being referenced. It can be seen with vector 3 which will change item_1 to y and item_2 to z

Edited by unknown modder
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WOW. These are beautiful. Real array declarations! :) There is so much copy/pasted code everywhere. Is that the decompiler doing that or is the source code really like that?

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unknown modder

WOW. These are beautiful. Real array declarations! :) There is so much copy/pasted code everywhere. Is that the decompiler doing that or is the source code really like that?

All the code is generated from decompiling the scripts. I think the reason for all the copy/pasted looking code is scripts are compiled using function libraries. All library functions referenced from a scripts source will get compiled into the ysc along with its original source. So if many scripts use the same function from a library, that will appear in the decompiled scripts many times

Edited by unknown modder
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  • 1 month later...
WildBrick142

Not sure if anyone else has this issue, but I can't open the latest version on gta5-mods. It gives me a corrupted archive error.

 

EDIT: nvm. For some reason I can't do anything with the archive on Windows 7 but I can on an XP VM. Weird.

Edited by WildBrick142
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unknown modder

Not sure if anyone else has this issue, but I can't open the latest version on gta5-mods. It gives me a corrupted archive error.

 

EDIT: nvm. For some reason I can't do anything with the archive on Windows 7 but I can on an XP VM. Weird.

oh, that is becausei used rar5 to compress them, otherwise i exceeded the 100MB file limit on gta5 mods

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I'm gonna ask again, are there any new natives in 791?

HHnErXC.png


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unknown modder

I'm gonna ask again, are there any new natives in 791?

When did you ask the first time? There are new natives in this update though from what i can see the only one called in any of the scripts is 0xB81CF134AEB56FFB

Edited by unknown modder
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  • 10 months later...

Any news about update archive after Gunrunning?

Edited by Kesha_F1
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unknown modder

Any news about update archive after Gunrunning?

I can't update it till I have an accurate list of all the new natives

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mockba.the.borg

 

Any news about update archive after Gunrunning?

I can't update it till I have an accurate list of all the new natives

 

 

You mean ... AB's hash conversion table, right?

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unknown modder

 

 

Any news about update archive after Gunrunning?

I can't update it till I have an accurate list of all the new natives

 

 

You mean ... AB's hash conversion table, right?

Thats what I used for all previous version. I have a list of hashes but I need to be sure they are all good before releasing. Also online scripts wont be included in the release like what i did for the 1011/1032 scripts. Except for special requests from people

Edited by unknown modder
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Can you tell the names (if you have them) of the interior props used for the bunker styles, by any chance?

Edited by .Alex.
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Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope.

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unknown modder

Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope.

The one on github is very broken, Theres many bugs with it

 

Can you tell the names (if you have them) of the interior props used for the bunker styles, by any chance?

I dont know the names of them unfortunately

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mockba.the.borg

 

Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope.

The one on github is very broken, Theres many bugs with it

 

 

Is there one not-on-github? :)

If so I am interested. It would help me a lot on the work I am doing converting a new list of natives.

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Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope.

The one on github is very broken, Theres many bugs with it

 

Can you tell the names (if you have them) of the interior props used for the bunker styles, by any chance?

I dont know the names of them unfortunately

 

 

Ah I understand, thank you anyway :)

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unknown modder

Scripts have been updated on the gta5 mods page, minus online scripts

The one on Github is still working like a charm, btw.

Its not, there are so many bugs. It also needs updating for things like new hashes and native translations, but I haven't bothered with them

Edited by unknown modder
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  • 3 weeks later...
Neutrinobeam

I built a Python (2.7) script to remove the common functions from the scripts and place them into a library. It found nearly 21000 functions and shrank my b1103 folder from 770 MB to 230 MB. Would you like it for future releases?

An example.

In library file:bool func_lib_9598(var param0){  int iVar0;  iVar0 = func_lib_494(param0->f_351 == 1, 20000, 15000);    if (Global_69800)    {    return (func_lib_4026(param0) > iVar0 && param0->f_341);    }  return GAMEPLAY::GET_GAME_TIMER() > (param0->f_361 + iVar0);}// carwash1.c func_55// carwash2.c func_56 In carwash1.c:bool func_55(var param0){/*func_lib_9598*/}
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