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San Andreas 1.0
Memory
0xB794B4 = AK47 Stat [float]
0x8D5104 = Blur Level [byte]
0xB7CE50 = Cash [dword]
0xB794A8 = Combat Shotgun Stat [float]
0x8CB7A5 = Current radio station (id) [dword]
0xB700F0 = Current car ID (cars only. see vehicle.ide) [dword]
0xBAA420 = Current wanted level [dword]
0xA4EC20 = Dancing minigame score [dword]
0xB7014E = Day of the week [dword]
0xB79038 = Days passed in game [dword]0xB7949C = Deagle Stat [float]
0xB793D4 = Fat Stat [float]
0xB7CEE6 = Fireproof [byte/bool]
0xC1CC03 = Fly with mouse [byte/bool]
0x96C009 = Free Pay 'n' Spray [byte/bool]
0xB7CB49 = Freeze Game [byte/bool]
0xB7CB64 = Game Speed [float]
0xA444A4 = Gray radar [byte/bool]
0x863984 = Gravity [float] (0.008 default)
0xB793E0 = Health Stat [float]
0xB791E4 = Horseshoes # [4 bytes]
0xB7CEE4 = Infinite Run [byte/bool]
0xA4A948 = Lowrider minigame score [dword]
0xB794B8 = M4 Stat [float]
0xB794AC = Machine Pistol Stat [float]
0x8CDEE4 = Maximum wanted level [dword]
0xB7015C = Milliseconds per second (default 1000) [dword]
0xB793DC = Muscle Stat [float]
0xC402B8 = Night Vision (Toggle) [byte/bool]
0xC402B9 = Thermal Vision (Toggle) [byte/bool]
0xB70153 = Time (hour) [dword]
0xB70152 = Time (minute) [dword]
0xB79044 = Times Cheated Stat [byte]
0x8D2530 = Ped Density [float]
0xB790B8 = Photographs taken [dword]
0xB79496 = Pistol Skill [float]
0x8CB7A5 = Radio ID [byte]
0xB794A4 = Sawnoff Stat [float]
0xB793E4 = Sex Appeal Stat [float]
0xB794A0 = Shotgun Stat [float]
0xB7CB49 = Show Menu [byte/bool]
0xB79498 = Silenced Pistol Skill [float]
0xB794B0 = SMG Stat [float]
0xA9AD74 = Spray tags # [dword]
0x969110 = Start of keypress pool [bytes]
0xB793D8 = Stamina Stat [float]
0x8A5B20 = Vehicle density [float]
0xB6F065 = Widescreen (black bars) [byte/boolean]
0xB7014E = Weekday [byte]
Function
ShowTextBox = 0x588BE0
ShowTextBox: procedure(Text: PChar; Flag1, Infinite, Flag2: Byte); cdecl;
ShowTextBoxWithNumbers = 0x69DE90
ShowTextBoxWithNumbers: procedure(Text: PChar;number1,number2,number3, number4mnumber5,number6:LongWord;Offset:LongInt); cdecl;
ShowStyledText = 0x69F2B0
ShowStyledText: procedure(Text: PChar; time:LongInt;style:Word); cdecl;
ShowStyledTextWithNumbers = 0x69E5F0
ShowStyledTextWithNumbers: procedure(Text: PChar; time:LongInt;style:Word; number1,number2,number3,number4,number5,number6:LongWord); cdecl;
ShowTextLowPriority = 0x69F0B0
ShowTextLowPriority: procedure(Text: PChar;time:LongInt;Flag1:Word;Flag2:Byte); cdecl;
ShowTextLowPriorityWithNumbers = 0x69E360
ShowTextLowPriorityWithNumbers: procedure(Text: PChar; time:LongInt;unk:Word; number1,number2,number3,number4,number5,number6:LongWord;Flag:byte); cdecl;
ShowTextHighPriority = 0x69F1E0
ShowTextHighPriority: procedure(Text: PChar;time:LongInt;Flag1:Word;Flag2:Byte); cdecl;
ShowTextHighPriorityWithNumbers = 0x69E4E0
ShowTextHighPriorityWithNumbers: procedure(Text: PChar; time:LongInt;unk:Word; number1,number2,number3,number4,number5,number6:LongWord;Flag:byte); cdecl;
ShowTextBox = 0x588BE0
ShowTextBoxWithNumbers = 0x69DE90
ShowStyledText = 0x69F2B0
ShowStyledTextWithNumbers = 0x69E5F0
ShowTextLowPriority = 0x69F0B0
ShowTextLowPriorityWithNumbers = 0x69E360
ShowTextHighPriority = 0x69F1E0
ShowTextHighPriorityWithNumbers = 0x69E4E0
ShowTextBox: procedure(Text: PChar; Flag1, Infinite, Flag2: Byte); cdecl;
ShowStyledTextWithNumbers: procedure(Text: PChar; time:LongInt;style:Word;
number1,number2,number3,number4,number5,number6:LongWord); cdecl;
ShowTextLowPriorityWithNumbers: procedure(Text: PChar; time:LongInt;unk:Word;
number1,number2,number3,number4,number5,number6:LongWord;Flag:byte); cdecl;
ShowTextHighPriorityWithNumbers: procedure(Text: PChar; time:LongInt;unk:Word;
number1,number2,number3,number4,number5,number6:LongWord;Flag:byte); cdecl;
ShowTextBoxWithNumbers: procedure(Text: PChar;number1,number2,number3,
number4mnumber5,number6:LongWord;Offset:LongInt); cdecl;
ShowTextLowPriority: procedure(Text: PChar;time:LongInt;Flag1:Word;Flag2:Byte); cdecl;
ShowTextHighPriority: procedure(Text: PChar;time:LongInt;Flag1:Word;Flag2:Byte); cdecl;
ShowStyledText: procedure(Text: PChar; time:LongInt;style:Word); cdecl;u
Cursor Up/Down = 00BA682C
Cursor Up/Down 2 = 00BA6808
Cursor Left/Right = 00BA6828
Cursor Left/Right 2 = 00BA6804
0x583820 = CMarker::Create
0x5839A0 = CMarker::SetAboveEntity
0x583AB0 = CMarker::SetColour
0x583CC0 = CMarker::SetIconSize
0x583D70 = CMarker::SetIcon
0x583D20 = CMarker::SetType
0x583EB0 = CMarker::SetFriendOrThreat
0x583F00 = CMarker::SetEnterExit
.: Model Addresses [dword] :.
// Emergency Vehicle Models
// Use model ID's as defined in the vehicle.ide or peds.ide
0x8A5AB8 = LS(?) Ambulance
0x8A5ABC = SF(?) Ambulance
0x8A5AC0 = LV(?) Ambulance
0x8A5A8C = Police Rancher Model
0x8A5A90 = LS Cop Car Model
0x8A5A94 = SF Cop Car Model
0x8A5A98 = LV Cop Car Model0x8A5A9C = SA Cop Bike Model
0x8A5AD8 = LS(?) Fire Engine Model
0x8A5ADC = SF(?) Fire Engine Model
0x8A5AE0 = LV(?) Fire Engine Model
// Emergency Character Models
0x8A5AA0 = LVPD Sheriff
0x8A5AA4 = LSPD Cop
0x8A5AA8 = SFPD Cop
0x8A5AAC = LVPD Cop
0x8A5AB0 = SFPD Motorbike Cop
0x8A5AC8 = LS Ambulance Driver
0x8A5AD0 = SF Ambulance Driver
0x8A5ACC = LV Ambulance Driver
0x8A5AE8 = LS Fireman
0x8A5AEC = SF Fireman
0x8A5AF0 = LV Fireman
0x8A5AF4 = Taxi Driver
0x8A5AF8 = Taxi Driver 2
0x8A5AFC = Taxi Driver 3
0x8A5B00 = Taxi Driver 4
0x8A5B04 = Taxi Driver 5
0x8A5B08 = Taxi Driver 6
0x4C5AA0 = _isModelCar
0x4C5B60 = _isModelBike
0x4C5C20 = _isModelBMX
0x4C5A70 = _isModelBoat
0x407800 = _isModelExists (lol)
0x4C5B90 = _isModelFPlane
0x4C5B00 = _isModelHeli
0x4C5BC0 = _isModelMTruck
0x4C5B30 = _isModelPlane
0x4C5BF0 = _isModelQuad0x4C5AD0 = _isModelTrain
0x4C5C50 = _isModelTrailer
Start 0xA94D68
End 0xA95148
Size 0x7D <>
0x0 Visible? (boolean) [word]
0x2 Handle ( 1) [dword]
0x8 X Position [float]
0xC Y Position [float]
0x10 Z Position [float]
0x14 X Target [float]
0x18 Y Target [float] 0x1C Z Target [float]
0x20 Target Radius [float]
0x24 Base Radius [float]
0x28 Path Coord 1 X [float]
0x2C Path Coord 1 Y [float]
0x30 Path Coord 1 Z [float]
0x34 Path Coord 2 X [float]
0x38 Path Coord 2 Y [float]
0x3C Path Coord 2 Z [float]
0x40 Path/Follow Speed [float]
Target Spot is the spot the center of the light is touching, so is different to the Target Coords.
0x58 Target Spot X [float]
0x5C Target Spot Y [float]
0x60 Target Spot Z [float]
0x64 Target Spot Distance from base? [float]
0x68 Unknown [float]
0x6C Unknown [float]
0x70 Unknown [float]
0x74 Unknown [float]
0x78 Unknown [float]
0x7B Unknown [float]
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