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游戏的全部内存地址

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发表于 2013-1-12 16:46 | 显示全部楼层 |阅读模式
取自gtamodding

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0xA49D54 - [dword] Timer for driving/flying missions (in ms)
0xA51974 - [dword] Timer for boat/bike missions (in ms)
0xA51A3C - Timer for Bloodring race
0xB7CE50 - [dword] Money
0xBAA420 - Wanted Level
0x8CDEE4 - [dword] Max wanted level
0xB79038 - [dword] How many days have passed in game
0xB70153 - [byte] Current Hour
0xB70152 - [byte] Current Minute
0x8D5104 - [byte] Current blur level
0xB7014E - [byte] Current Weekday (1 through 7)
0x8CB7A5 - [byte] Current Radiostation-ID
0xB700F0 - [dword] Current Car ID (from vehicles.ide) - not for bikes
0xB7CB49 - [byte] Game freezes like when in menu:
0 = normal
1 = everything stops
0xB7CB49 - [byte] Menu show:
0 = leave
1 = show
0x863984 - [float] Gravity (default value: 1.0f/125.0f = 0.008f)
0xB610E0 - [dword] A global timer in ms (read only)
0xB7CB84 - [dword] A global timer in ms (while not in menu, read/write)
0xA5153C - [dword] Mission timer from a number to 0 (4 bytes)
0xB7CB64 - [float] Game speed in percent
0xB70158 - [dword] Timer related to weather and time in ms
0xB7015C - [dword] Defines how many ms (1 second... default 1000, set to 1 for a headache, number of ms per sec)
0xB7CEE4 - [byte/boolean] Is infinite run
0xB7CEE6 - [byte/boolean] Is player fireproof
0x96C009 - [byte/boolean] Is paynspray free
0xA444A4 - [byte/boolean] Is radar greyed out
0x8D2530 - [float] Pedestrian density multiplier
0x8A5B20 - [float] Vehicle density multiplier
0xB6F065 - [byte/boolean] Widescreen (the view that is displayed during cutscenes, not the display option)
0xA4A948 - Lowrider Challenge score
0xA4EC20 - Dancing minigame score
0xB790B8 - [byte] Photographs taken number (4 bytes)
0xA9AD74 - [byte] Tags number (4 bytes)
0xB791E4 - [byte] Horseshoes number (4 bytes)
0xB791EC - [byte] Oysters number (4 bytes)
Note: For those number above if you change it to maximum amount they appear to pop a message and gives a bonus like weapons in cj savehouses.
0x716642 - [float] Change solid clouds
0x716655 - [float] Disable solid clouds
Note: Both values default to 200. If you change one of them to 100,000 you get very few clouds, a much nicer effect. If you change both of them to 100,000 you never get the clouds.
0xB79078 - [byte] People dropped off in taxi (number used for the stats, 4 bytes)
0xA49C30 - [byte] People dropped off in taxi (number used for giving your reward, 4 bytes)
0xB79040 - [byte] Safehouse visits number (4 bytes)
0xA49EFC - [dword] Denise Progress
0xA49F00 - [dword] Michelle Progress
0xA49F04 - [dword] Helena Progress
0xA49F08 - [dword] Barbara Progress
0xA49F0C - [dword] Katie Progress
0xA49F10 - [dword] Millie Progress
Note: These above six addresses are within the scm block, and valid only for original scm. setting a value to 100 (ie. 100 pct) gives you all gifts of that GF (ie. car keys, wardrobe etc.).
0xB79108 - Number of girls dated
0xB79100 - Current number of girlfriends
0xB79104 - Number of disastrous dates
0xB79110 - Number of successful dates
0xB79060 - Unique jumps found number
0xB79064 - Unique jumps done number
0xBA6774 - Map target:
0 = disabled
1 = enabled
0x86329C - List of valid command names
0xC17054 - A pointer to the main game window handle (typically 0xC8CF88 since the pointer is static).
0xBA3798 - Beginning of ZoneInfo structure
0xBA1DF0 - Beginning of ZonePop structure
0xA94B68 - array of pointers to RwTexture, corresponding to opcode 038F
0xA444A0 - Is HUD enabled by an opcode 0826:
0 = disabled
1 = enabled
0x969110 - [char(30)] Buffer of 30 last typed chars, earlier typed chars are on next bytes.
DirectX / Rendering
0xC97C1C - A copy of the window handle that is used to initialize the DirectX device.
0xC97C20 - Pointer to IDirect3D9 interface.
0xC97C28 - Pointer to IDirect3DDevice9 interface.
0xC9C040 - Global instance of D3DPRESENT_PARAMETERS structure.
Stats
0xB793D4 - [float] Fat stat
0xB793D8 - [float] Stamina stat
0xB793DC - [float] Muscle stat
0xB793E0 - [float] Health stat
0xB793E4 - [float] Sex Appeal stat
0xB79496 - [float] Pistol stat
0xB79498 - [float] Silenced pistol stat
0xB7949C - [float] Desert eagle stat
0xB794A0 - [float] Shotgun stat
0xB794A4 - [float] Sawn-off shotgun stat
0xB794A8 - [float] Combat shotgun stat
0xB794AC - [float] Machine pistol stat
0xB794B0 - [float] SMG stat
0xB794B4 - [float] AK47 stat
0xB794B8 - [float] M4 stat
HTML Stats File
0x8663A0 - File Name ( Default : 'stats.html' )
0x86636C - File Title ( Default : '<title>Grand Theft Auto San Andreas Stats</title>' )
Cheats
[byte] Can be either on (1) or off (0).
0x969130 - Weapon Set 1
0x969131 - Weapon Set 2
0x969132 - Weapon Set 3
0x969133 - Health+Armor+250K
0x969134 - Increase Wanted Level 2 Stars
0x969135 - Clear Wanted Level
0x969136 - Sunny Weather
0x969137 - Very Sunny Weather
0x969138 - Overcast Weather
0x969139 - Rainy Weather
0x96913A - Foggy Weather
0x96913B - Faster Clock
0x96913C - Faster Gameplay
0x96913D - Slower Gameplay
0x96913E - Peds Attack Each other with Golfclub
0x96913F - Have Bounty on Head
0x969140 - Everyone is Armed
0x969141 - Spawn Rhino (Not Tested!)
0x969142 - Spawn Bloodring Banger (Not Tested!)
0x969143 - Spawn Rancher (Not Tested!)
0x969144 - Spawn Racecar A (Not Tested!)
0x969145 - Spawn Racecar B (Not Tested!)
0x969146 - Spawn Romero (Not Tested!)
0x969147 - Spawn Stretch (Not Tested!)
0x96914A - Blow up All Cars
0x96914B - Wheels Only (Invisible Cars)
0x96914C - Perfect Handling
0x96914D - Suicide
0x96914E - All Green Lights
0x96914F - Aggressive Drivers
0x969150 - Pink Traffic
0x969151 - Black Traffic
0x969152 - Cars can drive on water
0x969153 - Boats Can Fly
0x969154 - CJ is Fat
0x969155 - Max Muscle
0x969156 - CJ is Skinny
0x969157 - Elvis Everywhere
0x969158 - Peds attack with rockets
0x969159 - Beach Theme
0x96915A - Gang Members everywhere
0x96915B - Gangs control the streets
0x96915C - Ninja Theme
0x96915D - Slut Magnet
0x96915E - Traffic is Cheap Cars
0x96915F - Traffic is Fast Cars
0x969160 - Cars can Fly
0x969161 - Huge Bunny Hop
0x969162 - Spawn Hydra (Not Tested!)
0x969163 - Spawn Vortex Hovercraft (Not Tested!)
0x969164 - Tank Mode/Smash'n Boom
0x969165 - All cars have nitro
0x969166 - Cars Float Away when hit
0x969167 - Always Midnight
0x969168 - Stop Game Clock - Orange Sky
0x969169 - Thunderstorm
0x96916A - Sandstorm
0x96916C - Mega Jump
0x96916D - Infinite Health
0x96916E - Infinite Oxygen
0x96916F - Get Parachute
0x969170 - Get Jetpack
0x969171 - Never Wanted
0x969172 - Six Star Wanted Level
0x969173 - Mega Punch
0x969174 - Never get Hungry
0x969175 - Peds Riot (Chaos Mode)
0x969176 - Funhouse Theme
0x969177 - Slower Gameplay
0x969178 - Infinite Ammo, No Reload
0x969179 - Full Weapon Aiming while driving
0x96917A - Decreased Traffic
0x96917B - Traffic is Country vehicles
0x96917C - Recruit Anyone (9mm)
0x96917D - Country Theme
0x96917E - Recruit Anyone (Rockets)
0x96917F - Max Respect
0x969180 - Max Sex Appeal
0x969181 - Max Stamina
0x969183 - Hitman in All Weapons
0x969184 - Spawn Hunter (Not Tested!)
0x969185 - Spawn Quad (Not Tested!)
0x969186 - Spawn Tanker Truck (Not Tested!)
0x969187 - Spawn Dozer (Not Tested!)
0x969188 - Spawn Stunt Plane (Not Tested!)
0x969189 - Spawn Monster (Not Tested!)
[dword]
0x96918C - Has ever Cheated or not
0xBAA472 - Has now Cheated or not
0xB79044 - Cheated Count
[byte]
0x96918C - 'Cheated' state:
0 = disabled
1 = enabled
Note: If it's set to 1 you'll get a warning message when saving a game. But this byte doesn't get set if you use a cheat enabler.
Display Settings
0xBA6784 - [dword] Brightness
0xBA6792 - [byte] Legend
0xBA676C - [byte] Radar Mode
0 = maps & blips
1 = blips
2 = off
0xBA6769 - [byte] Hud Mode
0 = off
1 = on
0xBA678C - [byte] Subtitles
0xBA6830 - [byte] Store gallery photos
0xBA6788 - [float] Draw Distance
0xBA6794 - [byte] Frame limiter
0xBA6793 - [byte] Widescreen
0xA9AE54 - [byte] Visual FX Quality
0xBA680C - [byte] Mip Mapping
0xBA6814 - [byte] Antialiasing values:
1 = 0x (off)
2 = 1x
3 = 2x
4 = 3x
0xBA6820 - [byte] Resolution values:
11 = 640x480
12 = 800x400
13 = 800x600
15 = 1024x768
(Depends on the graphic driver/hardware.)
Sound Configuration
0xBA6798 - [byte] Radio Volume [0 through 64]
0xBA6797 - [byte] SFX Volume [0 through 64]
0xBA6799 - [byte] Radio Equalizer
0xBA6795 - [byte] Radio Auto-tune
0xBA67F8 - [byte] Usertrack/Play mode values:
0 = radio
1 = random
0xBA680D - [byte] Usertrack/Automatic Media Scan
0xBA679A - [byte] Radio Station ID values:
1 to 12 (see below for station names according to ID)
1 = "Playback FM"
2 = "K Rose"
3 = "K-DST"
4 = "Bounce FM"
5 = "SF-UR"
6 = "Radio Los Santos"
7 = "Radio X"
8 = "CSR 103.9"
9 = "K-JAH West"
10 = "Master Sounds 98.3"
11 = "WCTR Talk Radio"
12 = "User Track Player"
13 = "Radio Off"
AlienX: Seems that the Radio Station ID is just a menu identifier, this does not actually change the radio station while in-game!
Another note... The opcode for switching players radio stations does not work in line with the station ID's, i have yet to figure out what station ID's are for the SCM code - Dont try to use the above ID's for the SCM Operation Code, it just wont work
Thanks to AlienX For the station names and ID's
Controller Configuration
0xBA6818 - [byte] Controller Configuration values:
0 = mouse + keys
1 = joypad
0xB6EC1C - [float] Mouse sensitivity
0xC1CC02 - [byte] Steer with mouse
0xC1CC03 - [byte] Fly with mouse
0xB6EC2E - REAL aiming mode offset, not menu:
0 = joypad
1 = mouse + keys
Other Dynamic Memory Addresses (non-static)
Pedestrians
General
0xB6F5F0 - Player pointer (CPed)
0xB7CD98 - Player pointer, direct offset to the ped pool start (CPed)
0xB74498 - CPeds maximum number (normally 140)
0xB74490 - Contains a pointer to a main struct below
This struct:
+0 = Contains a pointer to the first element in the pool
+4 = Contains a pointer to a byte map indicating which elements are in use
+8 = [dword] Is the maximum number of elements in the pool
+12 = [dword] Is the current number of elements in the pool
Each ped object is 1988 (0x7C4) bytes.
For each ped in the pool:
In most cases, you can use even the dword of playeraddress as CPed value
CPed +0x14 = Pointer to XYZ position structure (and rotation)
(CPed+0x14) +0x0 to +0x2C = [dword] Is the rotation matrix
(CPed+0x14) +0x30 = [dword] XPos
(CPed+0x14) +0x34 = [dword] YPos
(CPed+0x14) +0x38 = [dword] ZPos
CPed +0x2F = [byte] Location status:
0 = outside
3 = inside a building
CPed +0x42 = [byte] Is the BP/EP/FP/DP (special flags) status of the player as follows:
Bit 1 = makes ped soft (ie. can move through walls and everything) (noclip in other words)
Bit 2 = freezes ped (ie. ped cannot walk)
Bit 3 = bullet-proof
Bit 4 = flame-proof
Bit 5 = collision-proof
Bit 6 = MP-proof (MP)
Bit 7 = ?
Bit 8 = explosion-proof
CPed +0xC0 = [dword] Pointer to nearest car
CPed +0x15C = Some anim states:
0 = landing from jump
61 = punching
102 = stopped
154 = sprint
205 = run
Cped +0x46C = [byte] Player check:
0 = in air/water
1 = in car
2 = entering interior
3 = on foot
CPed +0x46D = Jump state:
32 = landed/idle
34 = in air
36 = landing
CPed +0x46F = Crouch state:
128 = stand
132 = crouched
CPed +0x47C = Pointer to anim struct
CPed +0x4DF = Current anim play-state:
0 = nothing
61 = starting/stopping
62 = looping
CPed +0x504 = [word] Muzzle flash intensity:
0 to 10000 = on
65536 = off
CPed +0x530 = [dword] State:
0 = leaving a car, falling down from a bike or something like this
1 = normal case
50 = driving
55 = wasted
63 = busted
CPed +0x534 = Runningstate:
0 = while driving
1 = standing still
4 = start to run
6 = running
7 = running fast (sprinting) by pressing sprint key
CPed +0x540 = [float] Health
CPed +0x544 = [float] Max health
CPed +0x548 = [float] Armor
CPed +0x558 = [float] Current rotation (Z angle)
CPed +0x55C = [float] Target rotation (Z angle)
CPed +0x560 = [float] Rotation speed (Z angle)
CPed +0x568 = [dword] Current Car you are in contact with
CPed +0x584 = [dword] Current Entity you are in contact with
CPed +0x58C = [dword] Last or Current Driven Car (CarPointer)
CPed +0x598 = [byte] Player lock (set to 1 to lock player controls, can't move)
CPed +0x5A0 = [byte] Start of weapon data (28 bytes) (See structures: WeaponSlot)
CPed +0x5D8 = [dword] Pistol weapon type:
22 = 9mm
23 = silenced 9mm
24 = desert eagle
CPed +0x5DC = [dword] Pistol state
CPed +0x5E0 = [dword] Pistol ammo in clip
CPed +0x5E4 = [dword] Pistol total ammo (including clip)
CPed +0x5F4 = [dword] Shotgun weapon type:
25 = shotgun
26 = sawn-off shotgun
27 = spas-12
CPed +0x5F8 = [dword] Shotgun state:
1 = firing?
2 = reloading
CPed +0x5FC = [dword] Shotgun ammo in clip
CPed +0x600 = [dword] Shotgun total ammo (including clip)
CPed +0x718 = [byte] Current weapon slot (1 byte)
CPed +0x740 = Current Weapon ID (from default.dat)
CPed +0x760 = [dword] Weapon you were damaged with
CPed +0x764 = [dword] Pointer to the ped that damaged you
Structures
WeaponSlot                 // Total 28Bytes
DWORD       type          // + 0
DWORD       state         // + 4 (0 idle, 1 firing, 2 reloading)
DWORD       AmmoInClip    // + 8
DWORD       AmmoRemaining // +12
FLOAT       unknown       // +16 (increases each time you fire your weapon, 0 when weapon not active,
                              probably used to count bullets fired to know when to reload?)
UNKNOWN     0..7 Bytes    // +20 (unknown - goggle mode, 0 off and 256 on)...+27
WeaponSlot.type
  (Slot0: No Weapon)                    (Slot2: Handguns)
  0 - Fist                               22 - Pistol
  1 - Brass Knuckles                     23 - Silenced Pistol
  (Slot1: Melee)                         24 - Desert Eagle
  2 - Golf Club                         (Slot3: Shotguns)
  3 - Nitestick                          25 - Shotgun
  4 - Knife                              26 - Sawn-Off Shotgun
  5 - Baseball Bat                       27 - SPAS-12
  6 - Shovel                            (Slot4: Sub-Machineguns)
  7 - Pool Cue                           28 - Micro Uzi
  8 - Katana                             29 - MP5
  9 - Chainsaw                           32 - TEC-9
  15 - Cane
  (Slot5: Machineguns)                   (Slot10: Gifts)
  30 - AK47                              14 - Flowers
  31 - M4                                (Slot9:Special1)
  (Slot6: Rifles)                        42 - Fire Extinguisher
  33 - Country Rifle                     43 - Camera
  34 - Sniper Rifle                      (Slot11:Special2)
  (Slot7: Heavy Weapons)                 44 - NV Goggles
  35 - Rocket Launcher                   45 - IR Goggles
  36 - Heat Seaking RPG                  46 - Parachute
  37 - Flame Thrower                     (Slot12:Detonators)
  38 - Minigun                            40 - Detonator(for remote explosives)
  (Slot8: Projectiles)
  16 - Grenade
  18 - Molotov Cocktail
  39 - Remote Explosives
  (No slot: Fired from hunter / hydra / missile launcher)
  (This type is stored in the rocket pool as rocket type, but is the continuation of this list)
  19 - Normal rockets
  20 - Heatseeking rockets
  58 - Flares
Cars
0xB6F980 - Is the direct pointer to the pool start (CVehicle)
0xBA18FC - Current vehicle pointer:
0 = on-foot
>0 = in-car
0x969084 - First vehicle you got into
Note: To get the next vehicle, so the second one, you need to add +0x4 as many times you want. They are 0 if you haven't entered a first/second/third/etc car yet.
0xB74494 - Contains a pointer to main struct
This struct:
+0 = Contains a pointer to the first element in the pool
+4 = Contains a pointer to a byte map indicating which elements are in use
+8 = [dword] Is the maximum number of elements in the pool
+12 = [dword] Is the current number of elements in the pool
Each vehicle object is 2584 (0xA18) bytes. It starts at 0xC502AA0.
For each vehicle in the pool:
+20 = [byte] Contains a pointer to the rotation/position matrix (84 bytes):
+0 = [float] X-axis Rotation (Grad)
+4 = [float] Y-axis Rotation (Grad)
+8 = [float] Z-axis Rotation (Grad)
+16 = [float] X-axis Rotation (Looking)
+20 = [float] Y-axis Rotation (Looking)
+24 = [float] Z-axis Rotation (Looking)
+48 = [float] X-axis Position
+52 = [float] Y-axis Position
+56 = [float] Z-axis Position
+34 = [word] Vehicle ID from vehicles.ide
+66 = [byte] Is the BP/EP/DP/DP (Special Flags) status of the car as follows:
Add these values, and write the sum into +66
1 = n/a
2 = n/a
4 = bullet-proof
8 = fire-proof
16 = damage-proof (from collisions etc)
32 = n/a
64 = n/a
128 = explosion-proof
+68 = [float] X (East-West) speed
+72 = [float] Y (North-South) speed
+76 = [float] Z (Up-Down) speed
+80 = [float] X (NS) Spin
+84 = [float] Y (EW) Spin
+88 = [float] Z (NW) Spin
Note: Do not get confused about the Spin Angles, these are NOT rotations but the angles of how fast your vehicle is turning in the given axis direction...
(Car addresses continued:)
+140 = [float] Mass (kg) from handling.cfg
+144 = [float] Turn Mass from handling.cfg
+148 = [float] Grip Divider:
1.0 = 1 x gGrip
10.1 = 10 x gGrip
100.0 = g / 100Grip
+152 = [float] Mass-to-Grip Multiplier. Ie. G Force when flying/during suspension/driving (acceleration towards ground)
+160 = [float] Normalized Grip Level
+164 = [float] CoM X
+168 = [float] CoM Y
+172 = [float] CoM Z
+216 = [float] Increases when collision occurs
+1064 = [byte] Engine State (whether the engine is running or stalled):
0 = stalled
16 = ok
+1069 = [byte] Siren on/off
+1076 = [byte] Body Color (as in carcolors.dat, black being the 0)
+1077 = [byte] Stripe Color (as in carcolors.dat, black being the 0)
+1078 = [byte] Body Color #2
+1079 = [byte] Stripe Color #2
+1080 = [dword] modding data as in garage info (Not working?)
+1084 = [dword] modding data as in garage info (Not working?)
+1088 = [dword] modding data as in garage info (Not working?)
+1092 = [dword] modding data as in garage info (Not working?)
+1096 = [dword] modding data as in garage info (Not working?)
+1100 = [dword] modding data as in garage info (Not working?)
+1104 = [dword] modding data as in garage info (Not working?)
+1108 = [dword] modding data as in garage info (Not working?)
+1112 = [float] Car Wheel Size from vehicle.ide
+1116 = [dword] Time left for car alarm to sound in ms
+1120 = [dword] Pointer to driver
+1124 = [dword] Pointer to passenger 1 (Front-right seat)
+1128 = [dword] Pointer to passenger 2 (Rear-left seat)
+1132 = [dword] Pointer to passenger 3 (Rear-right seat)
+1136 = [dword] Pointer to passenger 4 (Used for buses)
+1140 = [dword] Pointer to passenger 5 (Used for buses)
+1144 = [dword] Pointer to passenger 6 (Used for buses)
+1148 = [dword] Pointer to passenger 7 (Used for buses)
+1152 = [dword] Pointer to passenger 8 (Used for buses)
+1156 = [dword] Pointer to passenger 9 (Used for buses)
+1172 = [float] Steer angle 1
+1176 = [float] Steer angle 2
+1180 = [float] Gas pedal
+1184 = [float] Brake pedal
+1192 = [byte] Places a car-bomb:
0 = No bomb.
1 = Car has a time bomb, but it's not armed.
2 = Car has an on-ignition bomb, but it's not armed.
3 = Set remotely, perhaps (?).
4 = Time bomb is armed.
5 = On-ignition bomb is armed.
Note: You can set the above values to 0 or 1 to give the car a bomb. Some other flags get set when you arm the bomb. So if you set this value to 4 or 5, or actually arm the bomb through normal gameplay, it does not help if you try to change this value back.
+1195 = [BYTE] The number of peds (usually cops) trying to hide behind this car.
+0x8A4 = [float] Nitro Count
1.0 Nitro filled (in case of number of NOS is equal to 0 it'll mean Empty)
-1.0 Nitro discharged
+0x48A = [BYTE] Number of available NOS in the vehicle
1~10 Have Available NOS
0 No Have Available NOS
+1200 = [float] Body dirt level:
0.0 = fully clean
15.0 = maximum dirt visible
+1216 = [float] Health/Car Damage Left:
<250.0 = on fire
1000.0 = undamaged
+1272 = [dword] Car Door Locked State:
1 = open
2 = locked
+1300 = [dword] Alternate siren (honking):
0 = off
1 = on
Note: Automatically gets reset back to 0. To prevent this just NOP 0x6E0A3B (6 bytes).
+1412 = [dword] Headlights switch:
0 = off
1 = on
Note: Same case as above, gets automatically reset - NOP 0x6E1EDE (6 bytes).
+1424 = [byte] Car type:
0 = car/plane
5 = boat
6 = train
9 = bike
+1444 = [float] Train speed:
-0.1 = is forward
0.1 = is reverse
+1445 = [byte] Car Tire (Left-Front) Status:
0 = ok
1 = flat
2 = Used by planes when landing gear is up
+1446 = [byte] Car Tire (Left-Rear) Status:
0 = ok
1 = flat
2 = Used by planes when landing gear is up
+1447 = [byte] Car Tire (Right-Front) Status:
0 = ok
1 = flat
2 = Used by planes when landing gear is up
+1448 = [byte] Car Tire (Right-Rear) Status:
0 = ok
1 = flat
2 = Used by planes when landing gear is up
+1628 = [byte] Bike Tire (Front) Status:
0 = ok
1 = flat
+1629 = [byte] Bike Tire (Rear) Status:
0 = ok
1 = flat
+1630 = [byte] Bicycle Tire (Front) Status:
0 = ok
1 = shot
+1631 = [byte] Bicycle Tire (Rear) Status:
0 = ok
1 = shot
Note: You cannot actually shoot the wheels of bmx. If you set the value 1 at above two offsets, it rides as if the wheels were shot. They probably not work.
+1736 = [byte] Is the bike identifier.
Note: Gets set to 1 if this vehicle is a bike (or bmx).
+1824 = [float] Front-Left suspension height
+1828 = [float] Rear-Left suspension height
+1832 = [float] Front-Rear suspension height
+1836 = [float] Rear-Rear suspension height
Note: There is also a copy of the suspension values at -0x10, but these are 'smoother'. They range from 0 to 1 (1 = fully extended/airborne, 0 = fully compressed).
+2020 = [float] Front-Left suspension height
+2024 = [float] Rear-Left suspension height
+2028 = [float] Front-Right suspension height
+2032 = [float] Rear-Right suspension height
+2156 = [word] Current load of vehicle, works for vehicles such as dumper, packer, dozer, forklift and so on.
+2160 = [word] Last load value of vehicle. Used to detect whether vehicle should have sound of raising/lowering a load. After detecting it gets value of car struct +2156 below.
+2276 = [float] Burn Timer (in ms)
Let's say, the Car Position of this given car starts at 0xC5F5DB4:
+0 = X Level to the ground
+4 = Y Level to the ground
+8 = Z Level to the ground
+16 = X Where am I looking
+20 = Y Where am I looking
+24 = Z Where am I looking
+32 = Dyn flight data
+36 = Dyn flight data
+40 = Dyn flight data
+48 = CarPosX
+52 = CarPosY
+56 = CarPosZ
Following offsets are Floats, as positions of doors and other car parts that gets detached by damage. We need to recalculate and set their locations if we warp a car from one location to another. Otherwise the car spins uncontrollably:
+1828 = Detachables1 Pos X
+1832 = Detachables1 Pos Y
+1836 = Detachables1 Pos Z
+1872 = Detachables2 Pos X
+1876 = Detachables2 Pos Y
+1880 = Detachables2 Pos Z
+1916 = Detachables3 Pos X
+1920 = Detachables3 Pos Y
+1924 = Detachables3 Pos Z
+1960 = Detachables4 Pos X
+1964 = Detachables4 Pos Y
+1968 = Detachables4 Pos Z
The locations of the detachable objects are different for cars and bikes. This is merely because bike object is actually smaller than the car object. The car object is used for all vehicles (including heli) but the bikes.
Offsets for Detachables:
+1532 = BikeDetachPosAdr(0)
+1632 = BikeDetachPosAdr(1)
+1676 = BikeDetachPosAdr(2)
+1720 = BikeDetachPosAdr(3)
+1764 = BikeDetachPosAdr(4)
+1828 = CarDetachPosAdr(0)
+1872 = CarDetachPosAdr(1)
+1916 = CarDetachPosAdr(2)
+1960 = CarDetachPosAdr(3)
The trailer of the tanker is handled the same way as the vehicles. Its pointer gets set at offset:
+1224
To the car object start. When warping vehicles that has trailer, we need to warp this 'vehicle' as well. The same pointer is used also when you are towing other vehicles as well.
Wanted
0xB7CD9C - Wanted pool start (CWanted). Each slot has 668 bytes of data.
+0x0 = Is the counter for how pissed the cops are:
above 50 = 1 star
above 180 = 2 stars
above 550 = 3 stars
above 1200 = 4 stars
above 2400 = 5 stars
above 4600 = 6 stars
+0x4 = like above, but 'before parole (timed wanted level decrease?)'
+0x8 = [dword] time value, the last time the wanted level decreased
+0xC = [dword] time value, the last time the wanted level changed
+0x10 = [dword] 'time of parole'
+0x14 = [float] multiplier of wanted level contribution of crimes (set using 03C7?)
+0x18 = [byte] Current amount of cops 'in pursuit'
+0x19 = [byte] Maximum number of foot cops simultaneously shooting at you ('in pursuit')
+0x1A = [byte] Maximum number of cop cars in pursuit
+0x1B = [byte] Amount of cops currently 'beating the suspect'
+0x1C = [word] Chance a road block appears, range unknown (though 127 seems to have a special meaning)
+0x1E = [bool] Is the player ignored by police? (set by script)
+0x1F = [bool] Is the player ignored by police? (set by garages)
+0x20 = [bool] Is the player ignored by everyone?
+0x21 = [bool] Should the streamer load the SWAT models?
+0x22 = [bool] Should the streamer load the FBI models?
+0x23 = [bool] Should the streamer load the army models?
+0x24 = [dword] Current chase time
+0x28 = [dword] 'Current chase time counter'
+0x2C = [bool] 'is time counting'
+0x2D = [word] Current wanted level (1-6)
+0x2F = [word] Wanted level before 'parole'
need to do more
Note: Helicopters will still shoot if you change flag 0x19 to 0.
Camera
0xB6F028 - Camera Block Start (CCamera)
0x52B730 - Start of camera 'MOVer' subroutine:
0xC3 = lock camera (retn)
0xB6F0DC - [dword] Current View:
0 = bumper View
1 = close external view
2 = middle external view
3 = furthest external view
4 = nothing = same as last?
5 = cinematic view
6 to INF = same as 4?
0xB6F0E0 - [float] Car View Distance (arm length)
0xB6F0E8 - [float] True View Distance (true arm length)
Ignored
0xB7CD9C - Ignored pointer (CIgnored).
+0x1E = [byte/boolean] Is player ignored by cops
+0x298 = [byte/boolean] Is player ignored by everyone
Pools
See the Data Pools functions in the Function Memory Addresses (SA) section.
0x550F10 - AllocatePools function.
00B74484 - PtrNode Single
00B74488 - PtrNode Double
00B7448C - EntryInfoNode
00B74490 - Peds
00B74494 - Vehicles
00B74498 - Buildings
00B7449C - Objects
00B744A0 - Dummys
00B744A4 - ColModel
00B744A8 - Task
00B744AC - Event
00B744B0 - PointRoute
00B744B4 - PatrolRoute
00B744B8 - NodeRoute
00B744CC - TaskAllocator
00B744C0 - PedIntelligence
00B744C4 - PedAttractors
Target
0xB6F3B8 = Pointer to Target.
+0x79C [dword] = Targetted CPed:
0 = no cped targetted
+0xC0 = Pointer to last object (ped, car, maybe others) you collided with
Handling
0xC2B9DC - Handling Block Start. Each slot has 224 bytes of data.
+0x0 = [dword] Index/Identifier
+0x4 = fMass
+0x8 = 1.0 / fMass
+0xC = fTurnMass
+0x10 = fDragMult
+0x14 = CentreOfMass.x
+0x18 = CentreOfMass.y
+0x1C = CentreOfMass.z
+0x20 = [byte] nPercentSubmerged
+0x24 = fMass * 8.0000001e-1 / nPercentSubmerged
+0x28 = fTractionMultiplier
+0x74 = [byte] TransmissionData.nDriveType
+0x75 = [byte] TransmissionData.nEngineType
+0x76 = [byte] TransmissionData.nNumberOfGears
+0x7C = TransmissionData.fEngineAcceleration (Multiplied by 3.9999999e-4)
+0x80 = TransmissionData.fEngineInertia
+0x84 = TransmissionData.fMaxVelocity (Multiplied by 5.5555599e-3)
+0x94 = fBrakeDeceleration (Multiplied by 3.9999999e-4)
+0x98 = fBrakeBias
+0x9C = [byte] bABS
+0xA0 = fSteeringLock
+0xA4 = fTractionLoss
+0xA8 = fTractionBias
+0xAC = fSuspensionForceLevel
+0xB0 = fSuspensionDampingLevel
+0xB4 = fSuspensionHighSpdComDamp
+0xB8 = Suspension upper limit
+0xBC= Suspension lower limit
+0xC0 = Suspension bias between front and rear
+0xC4 = Suspension anti-dive multiplier
+0xC8 = [float] fCollisionDamageMultiplier { memory fCollisionDamageMultiplier = fCollisionDamageMultiplier * ( 1.0 / fMass) * 2000.0 }
+0xCC = [hex] modelFlags
+0xD0 = [hex] handlingFlags
+0xD4 = fSeatOffsetDistance
+0xD8 = [dword] nMonetaryValue
+0xDC = [byte] Front lights
+0xDD = [byte] Rear lights
+0xDE = [byte] Vehicle anim group
Controls
0xB73458 - Start of controls block.
+0x20 = [word] Accelerate:
0 = off
255 = on
+0x22 = [word] Brake
Rockets
The rocket pool contains info on launched rockets (for example, Hydra rockets).
0xC891A8 - Rocket pool start. Each slot has 36 bytes of data. There are 32 elements in the pool.
+0 = [dword] Rocket type:
16 = none
17 = tear gas
19 = normal
20 = heatseeking
39 = remote explosives
58 = flare
+4 = [dword] Pointer to launching entity
+8 = [dword] Pointer to target vehicle (when heatseeking), 0 otherwise
+16 = [byte] Does rocket exist?
0 = exploded/does not exist
1 = travelling
+20 = [float] X-axis position
+24 = [float] Y-axis position
+28 = [float] Z-axis position
Bullets
0xC88740 - Bullet pool start.
+12 = [byte] Bullet exists
0 = Does not exist
1 = Exists
+16 = [float] X-axis position
+20 = [float] Y-axis position
+24 = [float] Z-axis position
Note: It works only for Sniper Rifle
Race Checkpoints
The checkpoints block that are used in the "illegal street racing" mini-games.
0xC7F158 - Checkpoint block start. Each block is 38 bytes, but theres always only two at a time.
+0 = [byte] Type of checkpoint
+2 = [byte] RGBA color value
+4 = [float] X-axis Position
+8 = [float] Y-axis Position
+12 = [float] Z-axis Position
+16 to +24 = [float] Rotation Matrix (direction from this checkpoint to the next, all floats)
+32 = [float] Checkpoint radius
Garages and Parking
Note, that the memory location of garages can vary depending on the scm script you use.
There are 50 garages in the game. Each garage has:-
Position
Details
Usage information
Location in game
Location of door
Width
Depth
Height
Direction it looks
Coordinates of lower left corner
Coordinates of upper right corner,
Usable by the player
Which property (safe house) it belongs
Number of vehicles which can be parked inside
The door state (closed, opening, open and closing)
These are found in the garage object of 212 bytes. The memory locations where the garages start are:
0x96C048 (start of first garage)
+0xD4 (offset for second garage - offset this much again for third garage, again for fourth, etc.)
0x96C120 (start of final garage)
(Tested using non-patched original v1.0 German EXE with English language option selected, and original SCM file.)
(UZI-I Tested Player Garage and Pay'n'Spray using Hoodlum Crack EXE with an Blank SCM)
Here is the known garage offsets:
+0 = [float] X Coord of the Garage Lower Left corner
+4 = [float] Y Coord of the Garage Lower Left corner
+8 = [float] Z Coord of the Garage Lower Left corner
+12 = [float] X Value of direction vector 1
+16 = [float] Y Value of direction vector 1
+20 = [float] X Value of direction vector 2
+24 = [float] Y Value of direction vector 2
+28 = [float] Top Z Coord. of the garage
+32 = [float] Normalized Width of the garage
+36 = [float] Normalized Depth of the garage
+40 = [float] Left Border (X) corrdinate
+44 = [float] Right Border (X) corrdinate
+48 = [float] Front Border (Y) corrdinate
+52 = [float] Back Border (Y) corrdinate
+56 = [float] Garage Door Position
+60 = [dword] unknown (Timer)
+64 = [dword] unknown (not saved)
+68 = [chars] Garage Name (7 bytes + nul)
+76 = [byte] Garage Type
+77 = [byte] Garage Door State values:
0 = closed
1 = open
2 = closing
3 = opening
+78 = [byte] Door Flags
0x01 = used mod shop (?)
0x02 = inactive door
0x04 = used Pay'n'Spray (?)
0x08 = small door (reflective?)
0x10 = up and in door
0x20 = camera follows player
0x40 = door is closed flag
0x80 = girlfriend PnS
+79 = [byte] Original Type
The direction vector 3 is completely left out, I think because the garages are always even to the ground. I think that is also why the Z values of the direction vectors are also left-out.
Note: Direction Vectors marked above may be Quaternions.
Here are the static Addresses of the Garage Blocks, and to which garage they belong:
0x96C048 - Commerce Region, Loading Bay Garage (Life's a Beach)
0x96C120 - LSPD Police Impound Garage
0x96C1F8 - Mission Garage near El Corona (Los Desperados)
0x96C2D0 - Eight Ball Autos near El Corona
0x96C3A8 - Mission Garage near El Corona (Cesar Vialpando)
0x96C480 - Player Garage: El Corona
0x96C558 - LS Burglary Garage near Playe del Seville
0x96C630 - LowRider Tuning Garage in Willowfield
0x96C708 - Pay 'n' Spray in Idlewood
0x96C7E0 - Player Garage: Johnson House
0x96C8B8 - Pay 'n' Spray in Temple
0x96C990 - Transfender in Temple
0x96CA68 - Pay 'n' Spray in Santa Maria Beach
0x96CB40 - Player Garage: Santa Maria Beach
0x96CC18 - Player Garage: Mulholland
0x96CCF0 - Wheel Archangels in Ocean Flats
0x96CDC8 - Mission Garage in Ocean Flats (T-Bone Mendez)
0x96CEA0 - Player Garage: Hashbury
0x96CF78 - Transfender near Wang Cars in Doherty
0x96D050 - Pay 'n' Spray near Wang Cars in Doherty
0x96D128 - SF Burglary Garage, Loading Bay near Doherty
0x96D200 - Player Garage: Doherty
0x96D2D8 - Mission Garage in Doherty Garage
0x96D3B0 - Woozie's Mission Garage in Chinatown (Ran Fa Li)
0x96D488 - Michelle's Pay 'n' Spray in Downtown
0x96D560 - Player Garage: Calton Heights
0x96D638 - SFPD Police Impound Garage
0x96D710 - Pay 'n' Spray in Juniper Hollow
0x96D7E8 - Player Garage: Paradiso
0x96D8C0 - LVPD Police Impound Garage
0x96D998 - Airport Plane Garage in Las Venturas
0x96DA70 - LV Burglary Garage near Camel's Toe
0x96DB48 - Pay 'n' Spray near Royal Casino
0x96DC20 - Transfender in come-a-lot
0x96DCF8 - Player Garage: Rockshore West
0x96DDD0 - Welding Wedding Bomb-workshop in Emerald Isle
0x96DEA8 - Pay 'n' Spray in Redsands East
0x96DF80 - Player Garage: Redsands West
0x96E058 - Player Garage: Prickle Pine
0x96E130 - Player Garage: Whitewood Estates
0x96E208 - Pay 'n' Spray in El Quebrados
0x96E2E0 - Pay 'n' Spray in Fort Carson
0x96E3B8 - Player Garage: Fort Carson
0x96E490 - Player Garage: Verdant Meadows
0x96E568 - Mission Garage in El Castillo del Diablo (Interdiction)
0x96E640 - Airport Garage in Verdant Meadows
0x96E718 - Mission Garage in Angel Pine (Puncture Wounds)
0x96E7F0 - Pay 'n' Spray in Dillimore
0x96E8C8 - Player Garage: Palomino Creek
0x96E9A0 - Player Garage: Dillimore
Static Mem. Locations for garages:
0x96ABD8 - Johnson House Car 1
0x96AC18 - Johnson House Car 2
0x96AC58 - Johnson House Car 3
0x96AC98 - Johnson House Car 4
0x96ACD8 - Santa Maria Beach Car 1
0x96AD18 - Santa Maria Beach Car 2
0x96AD58 - Santa Maria Beach Car 3
0x96AD98 - Santa Maria Beach Car 4
0x96ADD8 - Rockshore West Car 1
0x96AE18 - Rockshore West Car 2
0x96AE58 - Rockshore West Car 3
0x96AE98 - Rockshore West Car 4
0x96AED8 - Fort Carson Car 1
0x96AF18 - Fort Carson Car 2
0x96AF58 - Fort Carson Car 3
0x96AF98 - Fort Carson Car 4
0x96AFD8 - Verdant Meadows Car 1
0x96B018 - Verdant Meadows Car 2
0x96B058 - Verdant Meadows Car 3
0x96B098 - Verdant Meadows Car 4
0x96B0D8 - Dillimore Car 1
0x96B118 - Dillimore Car 2
0x96B158 - Dillimore Car 3
0x96B198 - Dillimore Car 4
0x96B1D8 - Prickle Pine Car 1
0x96B218 - Prickle Pine Car 2
0x96B258 - Prickle Pine Car 3
0x96B298 - Prickle Pine Car 3
0x96B2D8 - Whitewood Estates Car 1
0x96B318 - Whitewood Estates Car 2
0x96B358 - Whitewood Estates Car 3
0x96B398 - Whitewood Estates Car 4
0x96B3D8 - Palomino Creek Car 1
0x96B418 - Palomino Creek Car 2
0x96B458 - Palomino Creek Car 3
0x96B498 - Palomino Creek Car 4
0x96B4D8 - Redlands West Car 1
0x96B518 - Redlands West Car 2
0x96B558 - Redlands West Car 3
0x96B598 - Redlands West Car 4
0x96B5D8 - El Corona Car 1
0x96B618 - El Corona Car 2
0x96B658 - El Corona Car 3
0x96B698 - El Corona Car 4
0x96B6D8 - MulHolland Car 1
0x96B718 - MulHolland Car 2
0x96B758 - MulHolland Car 3
0x96B798 - MulHolland Car 4
0x96B7D8 - LSPD Impound Car 1
0x96B818 - LSPD Impound Car 2
0x96B858 - LSPD Impound Car 3
0x96B898 - LSPD Impound unused
0x96B8D8 - SFPD Impound Car 1
0x96B918 - SFPD Impound Car 2
0x96B958 - SFPD Impound Car 3
0x96B998 - SFPD Impound unused
0x96B9D8 - LVPD Impound Car 1
0x96BA18 - LVPD Impound Car 2
0x96BA58 - LVPD Impound Car 3
0x96BA98 - LVPD Impound usued
0x96BAD8 - Calton Heights Car 1
0x96BB18 - Calton Heights Car 2
0x96BB58 - Calton Heights Car 3
0x96BB98 - Calton Heights Car 4
0x96BBD8 - Paradiso Car 1
0x96BC18 - Paradiso Car 2
0x96BC58 - Paradiso Car 3
0x96BC98 - Paradiso Car 4
0x96BCD8 - Doherty Car 1
0x96BD18 - Doherty Car 2
0x96BD58 - Doherty Car 3
0x96BD98 - Doherty Car 4
0x96BDD8 - Hashbury Car 1
0x96BE18 - Hashbury Car 2
0x96BE58 - Hashbury Car 3
0x96BE98 - Hashbury Car 4
0x96BED8 - Verdant Meadows Airport Car 1
0x96BF18 - Verdant Meadows Airport Car 2
0x96BF58 - Verdant Meadows Airport Car 3
0x96BF98 - Verdant Meadows Airport Car 4
Offsets:
+0 = [float] X Coord
+4 = [float] Y Coord
+8 = [float] Z Coord
+14 = [word] BPDPEPFP coding
+16 = [word] Car ID
+47 = [byte] Body Color ordinal
+48 = [byte] Stripe Color ordinal
+60 = [float] Car Angle
Interface
0xBAB22C - [byte] Health bar/red text/enemy marker/anything red color (RGBA, 4 bytes)
0xBAB230 - [byte] Money font color/vehicle entry name/green text/anything green color (RGBA, 4 bytes)
0xBAB238 - [byte] White text color (RGBA, 4 bytes)
0xBAB240 - [byte] Main menu title border (RGBA, 4 bytes)
0xBAB244 - [byte] Wanted level color (RGBA, 4 bytes)
0xBAB24C - [byte] Radio station text color (RGBA, 4 bytes)
0xBAB258 - [byte] Yellow blip/text color (RGBA, 4 bytes)
Menu
The following addresses have been found:
0xBA6748 - Base address.
+0x15D = [byte] Current Menu ID
+0x78D = [byte] Show menu item hover
+0x54 = [dword] Selected menu item
+0xE9 = [byte] Main menu switch (startup menu/menu when playing)
+0x84 = [dword] Language
+0x15F = [byte] Selected savegame
+0x24 = [dword] Radar mode
+0x64 = [float] Map zoom
+0x68 = [float] Map x position
+0x6C = [float] Map y position
+0x5C = [byte] Player in menu?
Menu IDs
Known Menu IDs (get ID at 0xBA68A5):
0 = Stats
1 = Start game
2 = Brief
3 = Audio options
4 = Display settings
5 = Map
6 = Question start new game
7 = Game selection
8 = Question load mission pack
9 = Load game
10 = Delete game
11 = Question load save game
12 = Question delete game
13 = Loads first savegame? *crash
14 = Delete successful
15 = Delete successful
16 = Save game
17 = Question save
18 = Save successful
19 = Save successful
20 = Save game ok
21 = Load game ok
22 = Game affected, do not save
23 = Display default settings
24 = Audio default settings
25 = Controller default settings
26 = User track options
28 = Language
29 = Save game ok
30 = Save unsuccessful
31 = Load game (save unsuccessful)
32 = Load unsuccessful, file corrupted
33 = Options
34 = Main menu
35 = Quit game
36 = Controller setup
37 = Redefine controls
38 = Foot/vehicle controls
39 = Mouse settings
40 = Joypad settings
41 = Game running main menu
42 = Quit game
43 = Empty
SCM related
0xA49960 - Start of the SCM block (0xA49960 + (4 * varnumber) is that particular variable)
0xA7A6A0 - Start of the mission block (69000 bytes)
0x464080 - GetOpcodeParameters()
0xA447F4 - Command count
00469F00 - CRunningScript_ProcessOneCommand
0x464080 - CRunningScript_CollectParameters
0x4859D0 - CRunningScript_UpdateCompareFlag
0x469390 - Game_Script_Thread struct
0xA43C78 - Where the routine above stores opcode parameters values. Max 16 paramters for an opcode it seems
0x8A6168 - "Master" jumptable, each dword points to one of 27 different functions, each one handling approx 100 opcodes
0x466C50 - Opcodes 0000 - 0063. Array of dword, each pointing to the function for that opcode
0x468364 - Opcodes 0064 - 00C4. Array of dword, each pointing to the function for that opcode
0x469E4C - Opcodes 00D6 - 0129. Array of byte, each byte is an index for the array of dword at 0x469DD4, which points to the opcode function
0x47D1B4 - Opcodes 0137 - 018F. Array of byte, each byte is an index for the array of dword at 0x47D0F4, which points to the opcode function
0x47DFE0 - Opcodes 0190 - 01F3. Array of byte, each byte is an index for the array of dword at 0x47DF58, which points to the opcode function
0x47F304 - Opcodes 01F4 - 0256. Array of byte, each byte is an index for the array of dword at 0x47F24C, which points to the opcode function
0x47FA04 - Opcodes 0292 - 02B8. Array of byte, each byte is an index for the array of dword at 0x47F9BC, which points to the opcode function
0x480FD8 - Opcodes 02BE - 031D. Array of byte, each byte is an index for the array of dword at 0x480F10, which points to the opcode function
0x4836B8 - Opcodes 0320 - 0382. Array of byte, each byte is an index for the array of dword at 0x483600, which points to the opcode function
(No time to finish now, will finish later)
Threads
0xA8B430 - Start of the threads pool. There are two queues: the active threads and inactive ones.
0xA8B42C - Pointer to the first active SCM thread.
0xA8B428 - Pointer to the first inactive SCM thread.
Each thread has size of 224 (0xE0) bytes.
+0 = [void*] Pointer to the next thread in a queue
+4 = [void*] Pointer to the previous thread in a queue
+8 = [char] Thread name given by the opcode 03A4, char 8
+16 = [dword] Thread base IP (used in the missions and external scripts to calculate a global address of a local jump offset)
+20 = [dword] Current IP
+24 = [dword] Return stack (stores the current IP when a gosub executed, dword 8)
+56 = [word] Last item index of the return stack
+60 = [dword] Local variables array, dword 32
+188 = [dword] Automatically incrementing timers, dword 2
+196 = [boolean] Thread active flag
+197 = [boolean] IF result
+198 = [boolean] Mission flag
+199 = [boolean] External script flag
+200 = [boolean] Unknown flag (in menu?). Used in 03E5
+201 = [boolean] Unknown flag (ID of an assigned script?)
+204 = [dword] Wakeup time (set by 0001)
+208 = [word] IF number (set by 00D6)
+210 = [boolean] Not flag (if a condition to check is negative a
回复

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发表于 2013-1-12 16:48 | 显示全部楼层
神马东东啊             ,解释一下下
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头像被屏蔽
发表于 2013-1-12 16:49 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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 楼主| 发表于 2013-1-12 16:50 | 显示全部楼层
Black_joy 发表于 2013-1-12 16:48
神马东东啊             ,解释一下下

也没太大作用,无非是cleo是读写原游戏内存是要用一下
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发表于 2013-1-12 16:57 | 显示全部楼层
太深奥的东西..
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发表于 2013-1-12 17:02 | 显示全部楼层
翻译一下吧。。                                
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发表于 2013-1-12 17:06 | 显示全部楼层
好吧 赞一个!
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发表于 2013-1-12 17:14 | 显示全部楼层
看不懂...
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发表于 2013-1-12 17:19 | 显示全部楼层
支持一下
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发表于 2013-1-12 18:05 | 显示全部楼层
支持支持支持支持支持支持支持

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