Alessandro XXX Posted March 21 Share Posted March 21 (edited) ... Edited Friday at 06:51 PM by Alessandro XXX Link to comment Share on other sites More sharing options...
FR4M3 Posted March 21 Share Posted March 21 I believe in "[email protected] += 0x48 // offset to marker index" 0x48 is what points to the marker ID, then rest of the code reads the offsets and teleports. Though do take note that I don't know sh*t about Cleo coding. Link to comment Share on other sites More sharing options...
OrionSR Posted March 21 Share Posted March 21 This script won't be much help for your purpose other than to provide two working examples of using labels to find Android memory offsets. The teleportation codes are crude and buggy, and checkpoints are a different kind of entity than radar blips. The labels listed below might be helpful in your investigation. _ZN11CTheScripts31LocalVariablesForCurrentMissionE_ptr _ZN11CTheScripts31LocalVariablesForCurrentMissionE CTheScripts::CurrentMissionName(void) _ZN11CTheScripts18CurrentMissionNameEv_ptr _ZN11CTheScripts18CurrentMissionNameEv _ZN11CTheScripts14pActiveScriptsE_ptr _ZN11CTheScripts14pActiveScriptsE _ZN11CTheScripts12ScriptsArrayE_ptr _ZN11CTheScripts12ScriptsArrayE _ZN11CTheScripts16MultiScriptArrayE_ptr _ZN11CTheScripts16MultiScriptArrayE _ZN12CCheckpoints15m_aCheckPtArrayE_ptr _ZN12CCheckpoints15m_aCheckPtArrayE _ZN12CCheckpoints13NumActiveCPtsE_ptr _ZN12CCheckpoints13NumActiveCPtsE Link to comment Share on other sites More sharing options...